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Profanation
About This Mod
Add a new xenotype with your own hostile factions, inanimate objects, weapons, clothes, objects, buildings, and more.
Featured Fashions
This is not a strict requirement, but it is highly recommended that you use the advanced Vanilla framework. This framework is necessary for a heterogeneous visual design and many other functions, without which the mod will be functional, but rather "naked".
Medieval Refining. In this fashion, some ingredients from MO are used as needed, as well as there is integration for craft workshops and more.
LTS systems are required for double doors and are recommended only for optional features.
Dark Ages: Crypts and graves for a double dose of fear.
If your dirty friends don't want to hate each other, do nasty things together.
These people are cursed to exist in a state between life and death. Although they retain their humanity, defiled people are being expelled, as are most cultures.
Naturally, their partially decomposed bodies make communication with them very uncomfortable, slowing them down and making them poorly governed. They are also barren, vulnerable to fire, and dislike sunlight.
They need less food and rest, are very resistant to cold, are immune to all diseases and toxins, do not feel pain, and cannot die naturally.
* Otherwise they will simply be "green people" and they will need an expanded framework for visual design of xenotypes.
* The xenotype requires biotechnology, but without them the faction will consist of ordinary people.
Legions of desecrated men, believed by many to have been forced to serve evil and mysterious beings, are the sources of their curse. Whoever they used to be, now it doesn't matter, all they know is the will of their master.
In combat, they use an inanimate and decaying stench to suppress and demoralize the enemy.
The Cursed Fortune-teller
No matter who you are in life, it doesn't matter now. You will become desecrated and original people, cursed by the undead, indiscriminately conquering all and annihilating at your master's will, to spread your vile curse throughout the world.
For a long time it was all you knew, but by some miracle three of you have been freed from the will of your master.
In spite of everything, you remain who you are - most of you avoid and despise. You can try to atone for your past deeds or continue to spread your curse for your own purposes.
The choice is yours.
These creatures can appear in faction raids, less often in the wild. They can also be created by the player after completing a research project.
Inanimate objects do not need food or sleep, but they cannot reproduce and do not provide meat. They can be trained like normal animals, and when they are cut, they give special ingredients for artisans.
* If Vanilla is installed, some creatures will have unique attacks and features.
* Some weapons and armor use the Vanilla expansion system to gain unique effects and abilities.
The shield also requires VFE.
:: Research and craft items are acquired through the destruction of inanimate objects.
* Fidelity is necessary for the functioning of the throne, otherwise it is simply a decoration.
* The style of the altar and columns requires ideology.
* Double doors require LTS systems.
Compatibility
Rimedival is compatible, but due to Rimedival's influence on pawn generation, the pawn may appear with different weapons and clothing than intended.
Facial animation is compatible, but it requires large and small genes and more. Thanks to CrackaJack for providing the patch, now it takes 1 second to turn on and hide the animated face.
* At the moment, this only works with version 1.4. I will update the compatibility to version 1.5 when it becomes available.
Combat extended is compatible. Unfortunately, I'm not very familiar with CE, so not immediately, but if you ask a CE expert well, you can patch.
Can I add this to my current save?
This can be added to the current game, but I do not recommend deleting it. In any case, it is always convenient to create a backup of the save.
How do I get craft/research items?
Objects can be obtained by killing inanimate objects on a meat cutting table or in a ritual circle. Inanimate items are occasionally found in the wild, during raids or on their bases, and can also be created by the player after the final research project is completed.
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