VTE Patches
A collection of minor patches integrating traits from the Vanilla Traits Expanded mod with the content of other mods.
ReGrowth: Core – The "wet" and "extremely wet" thoughts caused by Drizzle and Monsoon weathers now have proportionally positive counterparts for pawns with the Ocean Lover trait (who like to be wet in general). Also works properly with Boiling Drizzle from ReGrowth: Boiling.
Alpha Biomes – Change to thoughts caused by weather in Forsaken Crags. It’s a bit more complicated than the above. The Forsaken Crags have a certain rainy weather that evokes both wet and dark, and so would apply to both the Ocean Lover and Mountain Lover traits from VTE. As if that wasn’t enough, there’s also a psychological response. Alpha Biomes only includes the cancellation of darkness penalties for the Darklight Preferred precept (from Ideology DLC) and Night Owls, and excluding any reaction from Psychopaths. I tried for a long time to find a suitable combination to make it all work together, but in the end I was forced to work out a compromise: now pro-nocturnal pawns still don’t mind being in Forsaken Crags, but local bad weather (rain and thunderstorms) doesn’t really suit anyone. As for Psychopaths, they have no reaction to normal weather there (Forsaken Fog) and Forsaken Thunderstorm, exactly the same as in the original mod. Sarg probably decided to do this, because both of these weathers contain references to depression and the fellings of doom in their descriptions, which would not apply to individuals devoid of emotions. As for the Forsaken Rain, now it has its exposedThought description changed to reflect its unnaturalness (similar to the description of forsaken darkness from this mod) instead of just simply mentioning that it’s wet and you can’t see anything. It’s best to compare the tables below to see the changes:
Original:
VTE Patches:
I am open to the idea of adding more patches and you can suggest me further integrations. Just please keep these things in mind:
- The idea behind this mod is that it is supposed to introduce relatively minor changes. I don’t want to get into any complicated integrations with new traits systems or anything like that. Here is a general description of the situation I would like to prevent: pawn has a trait from Vanilla Traits Expanded -> pawn encounters some non-vanilla situation that they logically should have a reaction to because of this trait -> pawn has no reaction because it doesn’t exist.
- I have limited skills and may not be able to do everything. I have quite a bit of experience in general modding and have been doing RimWorld stuff for a while (more than my hours on Steam suggest, I only have this version for active contributions here), but I know my limits. I’m okay with XML, but only recently have I started to edit stuff in C# with reasonable success. I’ll do my best, though.
- Unfortunately, I have very limited free time. And I prefer to test everything well before releasing it, which doesn’t help either. So please be patient and understanding if I have to decline to add something you suggest.
Thanks to VTE creators for the mod.
GitHub[github.com]
(CC BY-NC-ND 4.0)[creativecommons.org]