NFRP World

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Getting started

What to install, what changes when you start a colony, and where to find everything.

In short

Load Harmony, Taran Magic Framework and World of Naruto before NFRP World (Giddy-Up recommended). Give each ninja a build, learn techniques in World of Naruto's ability window, and use the one-year truce (60 days) to train and research scribe arts and ninja alchemy. Area techniques hit allies too.

Install
  • Subscribe to Harmony, Taran Magic Framework, World of Naruto and Giddy-Up, then NFRP World.
  • Load order: Harmony, Taran Magic Framework, World of Naruto, (Giddy-Up if you use it), NFRP World.
  • Giddy-Up is recommended: with it, NFRP World's big tame beasts are mounts and riders on flying creatures get a Fly order. Without it, creatures simply can't be ridden. See Mounts and flying.
  • Optional mods that NFRP World works with (hands, animations, letter styling, Medieval Overhaul and more) are listed in Recommended mods. Everything works without them.
Credits and other mods
  • Built on World of Naruto and Taran Magic Framework; riding comes from Giddy-Up (recommended).
  • The Kazeraikou clan was created by Marii from NFRP and is used with her permission. Other technique and clan material comes from the NFRP community archive.
  • Optional: Show Me Your Hands shows hands on weapons. NFRP World sets the hand positions for all of its weapons and adds its own hands for technique poses, so pawns never show four hands.
  • Known compatibility: NFRP World guards against errors from Surveillance Shift and Alpha Memes when its summons and golems are on the map, and gives its generated pawns a world tile so SimpleLeadership doesn't complain.
  • The mod works in new and existing saves. Factions that are missing from an old world are added when you load it.
Your first ninja
  • A pawn needs the Chakra trait to use techniques: clan genes, ninja backstories and village ninja have it; children awaken it in the academy and adults with a sensei. See Becoming a ninja.
  • Every colonist aged 6 or older gets a Ninja build button. The build decides which kinds of trees the pawn can enter and how far they can go in each. See Ninja builds.
  • Techniques live in World of Naruto's ability window, in the Ninjutsu, Clan and other tabs. Each technique has ranks from D to S; higher ranks need a higher class level.
  • Tree and technique names read Japanese first, with the English meaning in brackets, for example Irekawari (body switch). NFRP's own invented names, the fighting styles, summons and a few clan trees keep theirs.
  • Pawns born into a clan (a gene or xenotype) get that clan's tree for free. See Clans and bloodlines.
  • Some trees are open to every ninja from the start: Summoning arts, Contract bonds and the crafting arts. Medical ninjutsu is open too, but only up to D rank; higher ranks need a Medical Specialist build.
Ninja steps (tips)
  • Over the first five days, five short Ninja steps letters explain the ninja build, the technique window and the ways to learn, the ninja world panel, the war and the truce, and ranks and exams.
  • Each letter can stop the tips for this game or for good ("Never show these tips again" writes NFRPWorld_NoOnboarding.txt to the game's config folder; delete it to get them back).
  • The ninja world panel shows a Getting started list of up to four next steps for your colony.
The first year
  • The hidden villages and the Black Ink Syndicate are at war with everyone, but a truce of one in-game year (60 days) keeps them from raiding a new colony. An alert counts down the days. See Factions and missions.
  • Use the year to train, build a scribe desk, research scribe arts and ninja alchemy (for C-rank seals and the alchemy table), and make friends with the Order of the Venator, who trade seals, scrolls and potions. See Ninja research.
Techniques hit everyone
  • Area techniques hit everyone caught in them, allies included, unless the description says otherwise. Aim with care.
Reporting bugs
  • Right after the bug, before restarting the game, take your Player.log and open a bug report on GitHub. Reporting bugs shows where the log is (RimWorld 1.7 keeps it in a Logs folder) and what to write.
Scenarios

All three start a medieval hidden village, and all three are without firearms (see below).

The Founding (medieval): five founders drawn from every clan (World of Naruto's, NFRP's and some clanless shinobi); reroll until you like the mix.

  • Known from the start: smithing, long blades, recurve bows, brewing, pemmican, complex furniture and clothing, stonecutting, passive coolers, tree sowing, ninja tools, scribe arts, ninja alchemy and field traps.
  • Gear: 500 silver, 450 pemmican, herbal medicine and all-heale, three D-rank and one C-rank technique scrolls, kunai, shuriken, four smoke bombs, five soldier pills, two genjutsu resistance pills, a steel longsword, two recurve bows and a talisman of warding. Wood, steel and cloth lie nearby.
  • Animals: two horses and a husky bonded to one of the founders.

The Founding: two masters (easy): two founders and a rich caravan: 1500 silver, 600 pemmican and 20 survival meals, plenty of medicine (yulpris root too), two C-rank and one B-rank scrolls, smoke bombs, soldier pills, chakra potions, genjutsu resistance pills, two longswords, plate armour, two talismans, three spirit gems, and a big pile of wood, steel, cloth and granite. Two horses and two bonded huskies. Plate armour, great bows, beds, carpets and ninja weaponsmithing are researched as well.

The Missing-nin (hard): one hunted ninja and almost nothing: 120 silver, a little food and medicine, a few kunai, shuriken and smoke bombs, one D-rank scroll and some wood. Knows only ninja tools and field traps.

The start letter explains the first steps: the ninja build, the technique window, Kai against genjutsu, the Bingo Book, squads and signature techniques.

A world without firearms

Our scenarios turn on no firearms for that game; No firearms in any game in the mod settings turns it on everywhere. While it's on:

  • raiders and visitors who would carry a gun get a bow or a medieval blade instead (mechanoids keep theirs);
  • traders offer no guns (you can still sell any you have);
  • gun recipes can't be made, and research that only leads to guns or gun turrets is hidden.

Bombs, seals, kunai and shuriken stay. NFRP World's pills, bombs and seals count as medieval, so a medieval colony isn't charged extra research for them.

The settings window

Options > Mod settings > NFRP World has tabs down the left side: Looks, Combat, World, Village life, Performance. Each tab shows how many settings it holds and how many you have changed from the default. Hover over any setting for a short explanation.

  • Search at the top finds a setting on any tab: type "fall back" and you get Combat › Wounded retreat.
  • Look preset sets all the look and performance options in one click: Cinematic, Balanced, Performance, Vanilla-like or Default looks. Presets never change gameplay settings.
  • Reset this tab and Reset everything ask for a confirmation inside the window.
  • First-time guide: opens once in each save. A contents list on the left groups the pages (first steps, in a fight, the world) and ticks the ones you have read; many pages have a "Try it" box and an Open settings for this button. Reopen it from the Village life tab, or turn it off for every save there.
Animation settings

Mod settings > NFRP World has switches for the animations: lunges, recoil and knockback slides; swing trails; the wind-up glow while casting; camera shake (with a strength slider); idle flourishes for drafted ninja; work animations (training posts, the shrine, ritual seals); hover for winged ninja and flying creatures; lightning bolts and growing beams; animating only your own pawns; a cap on effects on screen; and a zoom level past which pawn animations stop. They are cosmetic only and never change positions or damage.

More switches in the same window:

  • Smooth effects: technique animations blend from one frame into the next and grow and fade over their life. The most used effects have eight frames.
  • Effect glow: a soft glow under each effect in its element's colour (purple for Shidensen), and a short afterglow after lightning.
  • Projectile trails: NFRP projectiles leave a fading ribbon in their element's colour.
  • Creature idle motion: flyers hover and bob (the main flyers flap their wings), serpents sway, zombies shamble, big beasts breathe, spirits drift and flicker. Golems, turtles and insects stay still.
  • Creature auras: magical creatures carry an aura in their element: crackling lightning, embers, drips, smoke, wisps, frost or leaves.
  • Creature attack flashes: creatures flash their element's effect when they hit or shoot.
  • Serpent movement: couatls, Kishinryuu and snakes slither and sway along their bodies.
  • Creature arts: beasts use their own signature attacks (breaths, pounces, roars, venom and more). See New creatures and the undead.
  • Flying mounts: riders on a flying beast get a Fly order over walls and water. Riding itself is Giddy-Up. See Mounts and flying.
  • Varied technique effects: every technique gets its own effect, colour, size and burst pattern, so no two look the same.
  • Technique sequences (Full, Short or Off): techniques play as a sequence: hand seals and chakra gathering during the wind-up, then the body move, the strike, flurries and a finisher. Attacks land on the strike, up to half a second after the cast; if the caster goes down in that moment, the technique fizzles. Off brings back instant techniques. Signature techniques such as the Eight Gates, Storm Dragon, Tsunami and 128 Palms have their own sequences.
  • Technique lighting: casts, hits and projectiles in flight light up the ground in their element's colour, and opened gates, Kishinryuu and aura creatures glow. A slider sets how many lights can show at once.
  • Ground marks: scorch marks, lightning burns, puddles, cracks, frost, acid and summoning sigils are left behind and fade over about a day.
  • Impact feedback: hits flash in their element's colour and heavy hits jolt the target. Camera shake stays for the biggest hits.
  • Technique hands: both hands show during hand seals, wind-ups, palm strikes, punches and throws. With Show Me Your Hands installed, they match its hand colour and size.
  • Weapon size (80% to 125%): makes every NFRP World weapon bigger or smaller while keeping their proportions. It takes effect after a restart.

Newer visual settings (all on unless noted; see Visual effects):

  • Effects: Glow strength (55%; 100% is the old brighter look), Most particles per technique use (30), Crisp effect shapes, Crisp animated effects, Crisp particles (takes effect after a restart), Overshoot easing, Ground shadows, Hit flash and sparks, Thrown weapon visuals.
  • Techniques: Mouth casting for breath techniques, Technique constructs, Iron sand constructs, Storm Dragon as a flowing stream, Channel visuals with Channel pose (Varied, or one pose for every technique), Anticipation and recovery poses, Area warnings (All, Enemies only or Off; default All).
  • Taijutsu and teams: Taijutsu choreography with Taijutsu motion size (50% to 150%, default 100%), Team strike visuals, Big combo visuals.
  • Ninja: Movement technique visuals, Crisp status looks, XP gain pop-ups, Technique name callouts (Mine, All pawns or Off; default Mine), and One-handed signs: training sessions needed alone (4 to 40, default 14; see Hand signs).

Sound cues need no setting: a technique starting plays a sound for its element, and gates, summons, promotions, festivals, combos and sensor marks have their own sounds, all taken from the base game and DLCs.

World and ritual settings

The same settings window also has: how often sealed ruins appear on new maps, how often NFRP events happen, switches for monster incursions, chakra storms and wandering masters, ritual power, the augmentation cap per person, and whether enemy ninja carry ritual seals and bombs (they use them: Syndicate ninja curse your colonists, Venator hunters heal their own).

The in-game guide
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First steps

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In a fight

The world

Welcome to NFRP WorldPage 1 of 15

NFRP World adds techniques, clans, hidden villages, ranks, missions and rituals on top of World of Naruto.

This short guide covers the basics: learning techniques, chakra, ranks and exams, training with a sensei, how enemies fight, and where the settings are.

You can open it again any time from Options → Mod settings → NFRP World → Village life → Guide, or type "guide" in the settings search.

Don't show this guide in other saves
The first-time guide. It opens once in every new save; press Show the first-time guide under Options → Mod settings → NFRP World → Village life to open it again. Click any topic in the list, or use Back and Next. Read topics get a tick.