Vermin Tribe

v1.4.0·Updated 2024-01-15

A mod that reworks the squirrel tribe into the vermin tribe, and adds vanilla cards to it. Works with API 2.0 and Kaycee's mod.

About this mod Author’s original text

Intro

This mod morphs the Squirrel Tribe into the Vermin Tribe. This mod works with API 1.X, API 2.X, and Kaycee's mod DLC.

The Vermin Tribe consists of...

  • Rodents ( Rats, Squirrels, Capybera, ect...)
  • Eulipotyphla (shrews, hedgehogs, moles, ect...)
  • Lagomorpha (Rabbits, Hares, Pikes, ect...)

"but couldn't X be a vermin?"

Fair and true, any animal could be a vermin, as a vermin is just an animal that is a pest to an urban area.

Also I personally didn't want to just make this the "small mammals tribe".

One can easily add additional cards to the squirrel tribe by editing the tribe section thru jsonloader

What this mod does....

In Short, it repurposes the Squirrel tribe into the vermin tribe

In Long...

  • Adds a Vermin Tribe icon, which will show up on squirrels and all other vermin.
  • Once you get the Vermin (Squirrel) head in act 1, You will now instead get a random tribe head at the start of each one instead of always the Vermin head (this can be disabled in the configs).
  • If you dont want ANY head at the start of act 1 after getting the Vermin (Squirrel) head, there is a config option that can be turned on. This will override the previous thing.
  • Cross mod support with the side-deck mod by division. The above two options won't conflict with how it sets you to start with no tribe head.
  • A config option to enable the Vermin head in KCM (also allows skipping the requirement of unlocking the cabinet in act 1) if you are using KCM (Kaycee's mod, the DLC).
  • Vermin Tribe card choice now have a 1 in 6 chance to show up at Tribe choice locations. They will not overwrite dominate tribes of the region.
  • Changes a decent amount of vanilla cards that were tribeless to the vermin tribe.
  • Cross-mod support built in for various cardpacks, found below.

Vanilla Cards changed to be apart of the Vermin Tribe:

  • Beaver
  • Field Mice
  • Rat King
  • Mole
  • Mole Man
  • Pack Rat
  • Porcupine
  • Rabbit
  • Warren

Two additional cards have been added due to the KCM Royal boss fight calling them Vermin and Rodents (despite the fact they are not)

  • Stoat
  • Opossum

Cross-mod Support

  • Eri's Card Expansion
  • Hedgehog
  • Rat Skeleton
  • Gareth Mod
  • Lemming
  • Void Bone Pack
  • Beast of Caerbannog
  • Void Life and Currency Cardpack
  • Dice Mouse
  • Horned Cottentail

If any mod-makers want to use this mod, just mark it as a dependency then make your Vermin tribe cards a part of the squirrel tribe.

Config options

Note: Having the side deck mod installed will override all these options. you will start with no head (as that mod sets it to no head) and the squirrel card will be a part of the vermin tribe even if you set it not to be.

[Random Starter Head]

  • Random Tribe (default: true)
  • This makes it so once you unlock the squirrel head in act 1, you will now start with a random tribe head. Setting to false will grant you the squirrel head.
  • No Tribe (default: false)
  • This makes it so once you unlock the squirrel head in act 1, you will now start with no tribe head like before.

[Squirrels are Vermin]

  • Should Squirrels be Vermin in act 1? (default: true)
  • If this is set to false, it will remove squirrels from the vermin tribe in act 1.
  • Should Squirrels be Vermin in KCM? (default: false)
  • This makes it so if you are playing in KCM, squirrels are not apart of the vermin tribe by default. turning this to true will make them apart of the tribe.

Feedback welcome, contact me on the Inscryption modding discord

Installation (automated)

This is the recommended way to install the API on the game.

  • Download and install Mod Manager or r2modman
  • Click Install with Mod Manager button on top of the [page]
  • Run the game via the mod manager

Change log

v

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_InscryptionAPI_dev-API

File & checksum

Filename
Vermin_Tribe-1.4.0.zip
File size
25.9 KiB