Outer Rim standalone module adding a vast array of new races to the game through Biotech’s xenotype system. This includes a handful of genes for head types, abilities, skin colours and other things that felt necessary to make the races work. They are all patched to spawn throughout the vanilla outlander and raider factions, and will be patched into suitable Outer Rim factions in time if not already.
Outer Rim – Galactic Diversity Mod features
- Dathomirian Delayed due to code issues.
- Devaronian Delayed due to code issues.
- Mon Calamari
Many more will be added in updates, I have a very extensive list to work through, which will be done in batches.
Some races will also be getting head type specific retextures of apparel (so the apparel visually fits when equipped without requiring additional apparel) covering most vanilla headgear. Currently this is only applied to Twi’leks (it’s a lot of texture work!) but more will be done in future, prioritising the most obvious ones.
Combat Extended is not supported, if they patch this it’s up to them to provide support. Otherwise I am not aware of any incompatibilities. Other Star Wars mods should be compatible since everything I add tends to have a prefix in the defNames to prevent direct conflicts. However, I will not provide support for any issues with overlapping content.
- Will you add [whatever thing]?
I don’t respond to these questions usually because I either don’t currently know for certain or I might change my mind later anyway.
- When will we get [whatever thing]?
I don’t do public release dates, clearly I have trouble sticking to them so best I only disappoint myself.
- Does this have [whatever thing]?
You’re definitely not getting an answer. This just tells me you haven’t read the page at all so why would you read anything I respond with.
- I have this great idea, will you do all the work?
Kark no! While you think your idea is great or even necessary, I make what I want, and my time is not infinite.
- Does this mod follow Legends or Canon?
The mod series follows its own lore as neither translates perfectly to RimWorld, that said it’s primarily based on Canon with Legends where I want to include it.
- Why can’t we have the All-In-One too?
I’m not maintaining two versions of a mod and modularity is better for users with how RimWorld loads things.
- How long has it taken to do all this by yourself?
It’s been in development since early 2019. So, a while.
The Vehicles framework mod isn’t finished. Question 1 still applies and you won’t get a response here.
- Is this a Total Conversion?
Nope! And it won’t be in future either. You can absolutely play it as one if you want to, but the end goal is more of an extension than replacement.
- I can’t find a specific building in the architect menu tab!
This is one of the mods using my new sub-category system, which allows many more items to fit into a single architect tab, use the sub-category button to navigate the list of sub-categories.
- Aren’t the Chiss already in their own module?
Of course they are, but I included them in this anyway since it’s purely the xenotype without the gear, you can use both without any issue, there won’t be two of them, it’ll just skip the one in this if you have Chiss Ascendancy.
- Does this need Outer Rim – Core?
No, besides the DLC and frameworks, this is a standalone module.
- Neronix17 – Art, XML & C#.
- The creators of the used frameworks for those.
- Lucasfilm & Disney for the basis of this mod, Star Wars. All of it.