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Mod The Profaned
About This Mod
Add new types of options with your own groups of enemies, undead, weapons, clothes, items, buildings, etc.
Recommended Modes.
Although it is not required, it is highly recommended that you use the Vanilla advanced framework. This framework is necessary not only for the visual design of xenotypes, but also for many other features where the mod, although it will be functional, will be quite "bare bones".
Medieval Revision This mod optionally uses some materials from MO and integrates craft stores, etc.
LTS Systems Required for double doors.
The Dark Ages Vaults and Tombs are doubling in horror.
Ugly together if the tainted don't want to hate each other.
Cursed people exist between life and death. Despite the persistence of humanity, the tainted are ostracized and driven from most cultures.
Naturally, their decomposing bodies are extremely uncomfortable for others, they are slow and malignant. They are also sterile, sensitive to fire, and intolerant of sunlight.
However, the undead have their own advantages: they do not need food and rest, are extremely resistant to cold, are immune to all diseases and toxins, do not feel pain and cannot die of natural death.
*Xenotype image creation requires Extended Vanilla frame.
*Xenotypes require biotechnology, without them the faction will consist of ordinary people.
Infected legions are forced to serve evil and mysterious creatures. Who they used to be doesn't matter anymore.
In combat, they use non-living creatures and rotten odors to stunn and demoralize enemies.
The Bloody Prophets.
It doesn't matter who you were in life anymore. You are ancient people, cursed by undead, tainted by the will of your masters, forced to subjugate everyone indiscriminately and spread your evil curse all over the world.
For a long time it was all you knew, but miraculously all three were freed from the will of their masters.
Yet you have remained who you are. You can either try to atone for your past actions or continue to spread the curse for your own purposes.
The choice is yours.
These creatures can appear in faction raids and sometimes in the wild. They can also be created by players after completing a research project.
Undead do not need to eat and sleep, but they cannot reproduce and do not produce meat. They can be trained like normal animals and killed to obtain specialized materials for crafts.
*Some creatures have unique attacks and stats if a vanilla base extension is installed.
*Some weapons and armor use the advanced Vanilla framework to gain unique effects and abilities.
Shields also require VFE.
*Killing non-living creatures can provide objects for research and craft.
*Loyalty is required for the throne to function, otherwise it is simply a decoration.
* Ideology is necessary for the creation of altars and columns.
*Double doors require LTS system.
Compatibility.
Rimedieval - compatible, but pawns may appear with different weapons and clothing than intended, as Rimedieval influences the creation of pawns.
Face Animation - Compatible, but requires Big and Small - Genes and More. Thanks to CrackaJack for the patch.
*Thanks to CrackaJack for the patch, we will update compatibility when 1.5 is released.
Extended combat operations are compatible. Unfortunately, I'm not very familiar with CE, so I can't do it right away, but if you politely ask CE staff, they will patch you.
Can I add it to an existing save?
You can add it to an existing game, but it is not recommended to delete it. In any case, you should always keep a backup of your save.
How can I get craft/research subjects?
Objects can be obtained by killing nonliving creatures on the butcher's table or in a ritual circle. Non-living creatures are sometimes found in the wild, in factions during raids and in their fortresses.
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