This mod adds 4 new Xenohuman races to your game. They can randomly appear as your starting colonists or later during the game as members of the vanilla factions. This mod is CE compatible!
Savegame compatible! You can add this mod to an existing savegame.
Needs the Alien Races framework to function. Please load AFTER AlienRaces.
The Xenohuman races are: Soldiermorphs – Genetically engineered humans breed for combat. They are tougher but have difficulty learning new things and have a very short lifespan.
Designer mates – Engineered to be perfect mates these Xenohumans are pleasant to look at and are able to get better trading prices or recruit prisoners.
Wolfmen – Furry wolf-like creatures with retractable claws that deal more damage than normal hands. They enjoy a cold climate but are quick to anger and tend to fight socially.
Scalemen – Perfectly adapted to hot biomes. Their leathery skin provides a natural armor and they survive high temperatures without problems. They need less food but tire more quickly and move slightly slower than average humans.
Created by Albion Thanks to Rebelrot for providing the textures for the Xenohumans and to Saebbi for helping with CE compatibility. Preview created by Chickenplucker.
Oh hey guys. If one of your xenohumans likea Soldiermorph or a Wolfman and you use a mech healer serum on them or send one of them to a mystical shaman to remove a scar or a missing limb.They will loose their bonuses like the Soldiermorph’s ranged accuracy bonus or the Designer mate’s Social impact and Trade improvements…But it also removes some of the negative ones like the -30% learning speed and chances of a social fight ones, it could be an oversight.
To answer the various questions:- I did not specifically check compatibility with the multiplayer mod or the children school and learning mod. However I’ll check today and get back to you.- You can’t grow these Xenohumans yourself (yet). I’m working on a future release though that makes this possible.- I might also add a new race in the future if Rebelrot has some more time to create awesome textures.- You can modify the mod for personal use but please ask me before you publish it somewhere. I would even be happy to help you mod though. Just join my Discord server.- I think it might be called ‘Gen-spliced Xenohumans’ in the mod list, so please check again.
I really like this mod, except for the soldiermorphs. The issue is that they don’t seem to be any more likely to be passionate or skilled in the fighting skills. So yes, +2 accuracy is great, but if a pawn has -30% learning and no affinity for fighting, then even with the accuracy bonus I’m not likely to wait for them to get up to speed.-30% just seems really punitive, especially since it affects the thing that soldiermorphs are supposed to be good at. Could you replace it with something that makes them worse at skilled labor, ensuring that they’re dumb laborers who kick ass on the battlefield? It seems like that’s what they’re supposed to be, anyway.
So here’s another recurring serious problem with this mod: scalemen are SO vulnerable to cold that every time I get a trading caravan in the winter, it’s a literal race to get to the trading NPC before a random scaleman in the party decides it’s ‘dangerously cold’ and turns them all around to go home. They don’t even make it to my base, and I’m not on an ice sheet or anything, just a forest that gets cold in the winter. This seems a little more disruptive than it probably should be.
[Xenohumans – Gen-spliced Xenos on the Rim] Using outdated ModCheck.dllVerse.Log:Warning(String, Boolean)ModCheck.VersionChecker:IsNewestVersion()ModCheck.HarmonyStarter:.ctor(ModContentPack)System.Reflection.MonoCMethod:InternalInvoke(Object, Object, Exception&)System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object, CultureInfo)System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object, CultureInfo)System.Activator:CreateInstance(Type, BindingFlags, Binder, Object, CultureInfo, Object)System.Activator:CreateInstance(Type, Object, Object)System.Activator:CreateInstance(Type, Object)Verse.LoadedModManager:CreateModClasses()Verse.LoadedModManager:LoadAllActiveMods()Verse.PlayDataLoader:DoPlayLoad()Verse.PlayDataLoader:LoadAllPlayData(Boolean)Verse.Root:m__1()Verse.LongEventHandler:RunEventFromAnotherThread(Action)Verse.LongEventHandler:m__1()
hmm… did some testing and weird thing is whatever I tried, i couldn’t get any ‘Invincible’ soldiers anymore… I tried to spawn soldiermorphs throuhg dev-menu and tried to summon pirate raids, but except for those three soldiers (yeah there was three of them) there wasn’t any invincible…those guys appeared in pirate raid and maybe bugged because after the pirates I’ve got random reinforcements from ally. because there are lot of people (and lots of mods installed) game lagged for a few minutes and that could’ve made the soldiers, who were spawned for the first time in that save, to lag and become invincible…