[b19] JJ fixes RimEffect – Weapons and Armor
Hello ppls! I claim to have done nothing but make this mod roughly work for future ppls to enjoy. I’ve been keep this mod alive on my own, and I hope it works for you in the same way. If there are any dead mods you want revitilized I would love to take a look at them and fix them up for more recent versions. Though I’m not very versed in modding rimworld, so if the mod contains assemblies I probably won’t be able to fix it just yet.
I claim to have done nothing in the mod but fix it up to the current version and whatever I put in the changelog, everything else is original content by the authors that created it.
Currently the Commando Armor, the M8, and the Black widow are craftable in the Machining table as per my changes, though I’m pretty sure its not balanced, hence why I haven’t made all the weapons craftable.
Hope you all enjoy! And Thanks a ton to the authors for making really great content.
Here is where you can find the Original (currently out-of-date mod) http://steamcommunity.com/sharedfiles/filedetails/?id=837094164&searchtext=rimeffect
To Do – Balance weapons
Give all items proper value
….make them craftable
Fix some weird interact sound bug that just popped up
There should be some yellow text popping out in your error logs, ignore it, it should cause any trouble whatesoever, I just have to figure out how to add the correct replacement.
Compatibility: I run like 200 mods and this one works with them. If there is an issue this mod causes I know nothing about it, apologies.
Old Saves: Should work fine in old saves, and should work well if removed from a game, though I wouldn’t try the latter. All it is is armors and weapons, old save problems tend to occur with factions and races not items if my memory serves me right.
ORIGINAL DESCRIPTION BY AUTHORS
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Along with the Asari, humanity also began to create weapons and armors only seen in games before. Over time, they became widespreed and the origin of them has become unkown. These days, they are just normal weapons and armors for everyone. So get out there and use them!
Features:
– New armor: The Asari Commando armor. Takes nearly as much hits as an power amor!
– 12 new weapons!
– All weapons with unique textures and sounds!
List of Weapons:
– M-3 Predator
– M-4 Shuriken
– M-5 Phalanx
– N7 Hurricane
– M-8 Avenger
– M-76 Revenant
– M-96 Mattock
– M-300 Claymore
– M-23 Katana
– M-92 Mantis
– M-98 Widow
– M-98 Black Widow
Credits:
Carnov (Textures)
Latta (Textures)
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ORIGINAL DESCRIPTION ENDS
JJ Changelog
9/18/18 – The B19 Update
Changed InteractRifle to Interact_Rifle
Changed SoundDef folder, needed to be Audio Folder instead of Audio Clip or something
Completely removed Components as a cost to making the weapon. They must be called something else, but I don’t know what it is right now
Removed ShootingAccuracy buffs to Commando armor, don’t know what the name is now
Had to change texture names. Front, back, and side to North, South and East respectively
6/1/2018 (dang its been 5 months?!?!)
I’m a little defunk about how to implement the mattock. Its currently a triple burst rifle, but I think that doesn’t do it justice. I personally was not a fan of the mattock, but by my opinion, I thought the rifle was very accurate and allowed for consistent control to those that were willing to aim and click for every bullet.
As such, I decide to make the mattock a fast single shot rifle. In changing stuff up I decided to nerf the other rifles to allow the mattock to shine in the manner, in my eyes, accuracy. The mattock will currently be the most accurate rifle.
Hopefully the other rifles don’t fall off due to the slight nerfs in chance to hit.
The mattock has an almost 0 cooldown after firing now, and its fire rate is less than a second. I made it 0.8 as I think its a good middle ground and allows other mods or traits to improve this (aim time), and hopefully not be broken.
The mattock is now craftable
If the change is somehow not recieved well, or I’m not to happy with it later on, I might just make it a slow triple burst weapon like the widow, and leave the accuracy buffs.
1/29/2018
Changed crafting costs to be more feasible, hopefully not OP, but based on other mods and current energy weapons its should be fine.
Changed M8 to a 4 burst from 3 and increased the firerate of the burst
Added 2 new bullet types, and made the M3 Predator, M4 Shuriken, M5 Phalanx and the N7 Hurricane craftable.
Made big changes to the M3,M4,M5,N7 so its closer to the Mass Effect universe but still relatively balanced. Im unsure if the N7 needs a buff to accuracy or a nerf to burst.
1/23/2018
Switched InteractPistol to InteractRifle to fix sound error
Changed Blackwidow materials to Plasteel, and increased its weight as per lore reasons (wondering if having to make 2 sniper rifles to make this is too much, will have to see.)
Made Widow, and Mantis craftable, and tried to balance all 3 snipers. I balanced them more leaning toward Mass Effect and a little toward rimworld so I hope it isn’t brokenish. Looking back I’m honestly surprised how fast the upper tier snipers can fire in ME. I added a bit of warmup time to the blackwidow, but made it a slow triple burst to replicate a 3 shot thermal clip, hopefully this feels right in rimworld. The widow now should fire a bit faster but is slower and technically is outdone by the black widow. In general the mantis is lesser to those two, but maybe better than original rimworld sniper varients.
1/17/18
Changed all main Def blocks to "Defs". It looks like with B18, it doesn’t allow people to customize their main
block name, which alot of people did in older versions. I might be wrong about this, but I’m basically following the errors and applying mediocre fixes.
Changed projectileDefs to defaultProjectile in code. I don’t know why this had to be done but *Shrug*, I guess
they changed the tag name in B18.
Changed in Asari Apparel, worngraphicPath to wornGraphicPath. Lack of case sensitivity caused errors.
Also removed commonality string completely, I’m not sure what it represents or what it should be, but its caused errors so bye.
Changed DamageAmountBase to damageAmountBase, and Speed to speed. Two other case-sensitivty errors.
Made minor tweaks in my time playing the mod. Made some things craftable, and also some uality of life changes
to make the weapons feel worth their techlevel, yet be balanced. Crafting them is probably not balanced though
needs some major tweaks probably….
Need to figure out how to make the items worth more than a few silver and balance the crafting. As well as
probably eventually make everything craftable, but not before I figure out what the balance should be.