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Neocanines

A species / race mod that adds a very furry sort of species. Tauric canides, bioengineered from humans for the purposes of testing the breadth of glitterworld technology when applied to modification of humans. They are also single-sexed to further test the concept in practice. Related Mods Mod Required/Optional Note [url=https://steamcommunity.com/workshop/filedetails/?id=839005762]Humanoid Alien Races[/url] Required A framework that this mod is dependent on to work and do special rendering. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013]Vanilla Expanded Framework[/url] Optional Recommended if you are bothered by the broken hairs. Offers an option in Mod Settings to disable Texture Caching introduced by 1.3, which causes lot of rendering issues for HAR mods Lore primer These six-limbed fellas were first created as a project to create "animal-people" from humans. As a demonstration of what the glitterworld technology can do. However, these projects was found to be morally appalling by the conservatism in biology, and the ethics of it was also questioned. Thus, the initiative was heavily sanctioned, or in some places, its practice banned. It did however not stop transhumanists and suspiciously wealthy furries to finance the venture, and eventually creating a lineage of "four-legged wolfmen". It has gained popularity in colonising cold froniters like the arctic and tundras, as their thick fur help them tolerate the cold more. Although, they are not so common since their exotic anatomy is a liability on logistics and space-travel, carefully tailored to the specifics and weights of the average human. And their biochemistry is better suited for colder climates. Features [list] [*] An species of tauric single-sexed wolf-people [*] Currently, only the player faction exists [*] A buffed variant of Crashlanded where all the pawns are Neocanines [/list] How do I play as those? Or how do I get those? Select the "Neocanine Colonists" scenario when starting a new game. It is similar to the original Crashlanded scenario except for - as a precaution for that the race being harder to maintain or being a HAR race: [list] [*] Two random pets [*] Two revolvers instead of one [*] More meals and resources can be found [/list] However, via "EdB Prepare Carefully" you can add them to other scenarios or mix with others. Use the [...] button next to "Add", find and add your Neocanine colonist from the "Neocanine Spacer" category. Known Issues The hair is broken / The tail is rendering above the hair It is an bug introduced by the texture caching added by the 1.3 update. As the bug was not there in older versions. The only way to fix it is to download [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013]Vanilla Expanded Framework[/url], then: * Enable it in your modlist * Go to the options & settings * Go to Mod Settings * Select "Vanilla Expanded Framework" * Then check "Disable Texture Caching" Then onwards the sprites should render the same as they did in older versions. This is the only solution to this problem so far. And on that note, the mod does not have to be VEF. It can be any other mod that [i]disables the texture caching[/i]. Other [list] [*] [url=https%3A%2F%2Fgithub.com%2Fmartinlyra%2Frw-mod-neocanines] Github [/url][github.com] [*] [url=http%3A%2F%2Fdiscord.gg%2FXMCRj46] Humanoid Alien Races Discord [/url][discord.gg] (Discord server for Humanoid Alien Races framework and races that use it, you can find a channel for this mod there too.) [/list]