(https://steamuserimages-a.akamaihd.net/ugc/955220058225006770/6DBD5E20E8F649A24FB7E8CBA83EF3C68932CC70/)
Simple and easy. Change the stats of Apparel and Weapons.
Steam:
1.0 (https://steamcommunity.com/sharedfiles/filedetails/?id=1546675170)
Direct Download:
1.0 (https://github.com/KiameV/rimworld-changeequipmentstats/releases/download/1.0/ChangeEquipmentStats.zip)
GitHub:
https://github.com/KiameV/rimworld-changeequipmentstats
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Eeeekkk, is that an ingame cheat mod ?
I can see the it might be useful for developing stuff and want to tryout new stats without new gamestarts.
But for regular player it is more a tool to cheat stuff.
So i think you should move this mod into mod/tools.
Eh it's just an example of how it can be used. And remember this is on the apparel/weapon so attackers will have these too.
This was made from a request by someone in the workshop wanting to balance out a few weapons w/o modifying the xml
TBH didn't even think of posting in the tools forum. If the mods decide that would be a better place by all means
oh wow thats nice. I could use this for mod weapons too? Shotguns might actually be useful!
Yes this will load any and all vanilla and modded weapons and apparel
I can't make it work - it's activated in mod section however whenever i try to interact with apparel ( vanilla ) or weapon ( vanilla ) i can't find anything about editing those items...
Same goes with modified items like Rimsenal or other apparel/weapon packs
What do you mean?
When you go to Options->Mod Options->Change Equipment Stats are the two buttons [Apparel] and [Weapons] not populated? When you click on either an apparel or weapon do no test fields appear?
What i mean:
The mod is activated in vanilla mod manager - at the top of the list
however ingame sesion i don't see anything in MOD SETTINGS label
EDIT: shit happens ... i just redownloaded mod again and it works
does it works with mods ? i'm trying to wear some extra stuff ? i got only vanilla items there.
Anyway I'm thankful for this mod
Could this mod affect offsets applied by modded clothing such as fashionrimstas global work speed given to overalls or the foraged food amount/pain threshold increases gained by chicken pluckers clothing?
Quote from: Ruisuki on October 24, 2018, 08:29:39 PM
Could this mod affect offsets applied by modded clothing such as fashionrimstas global work speed given to overalls or the foraged food amount/pain threshold increases gained by chicken pluckers clothing?
I would like to add the ability to add/remove/modify those stats as well as ammo types (if possible).
This initial release is to see if there's an interest for this mod and start getting feedback before i go down the wrong rabbit hole :D
I have a few bugs to fix in my other mods.
Long-term, if there's interest, i may expand this mod to being able to create brand new custom apparel / weapons within the game and then generate xml files so the created items can be shared.
amazing. all of those things sound good
Update:
-Added a second column specifically for weapon damage types
-Added the ability to modify weapons' projectile stats
-Added the ability to modify items' status effects (like work speed) when applicable
-Added extra code to catch anything going wrong on load
Update:
Fixed a few bugs related to weapon fields, specifically ranges bullet and melee damage fields.
Just a heads up to everyone.
I've found my current approach to persisting data - through the settings - is too limiting. I've tried to keep it working but I don't think i'll be able to have previously saved data persist with the new version.
In short: With the next version of this mod any weapon/apparel changes will be lost
I am sorry about this. My new approach to persisting changes should be much better and will allow this mod to expand easier.
For instance you will no longer have to go to Options->Settings->Change Equipment Stats and instead just press F11 to open the window (the hotkey can be changed in settings)
More ramblings.
My goal with this mod now is to go beyond just equipment and have all the game's things editable - weapons, apparel, thoughts, traits, etc.
Because i was going to break persistence with the next release what I've decided to do is create a new mod.
Thus this mod will stay working and as-is. For anyone that want's to make the jump to the new mod can. I will add a link here to the new mod when it's ready.
P.S. I will make the post in the tools section as it will very much be a visual database editor
Pre-release of the new "In-Game Definition Editor" is available in the WIP forum:
https://ludeon.com/forums/index.php?topic=46838.msg444861#msg444861
I will release a steam version in a few days (i want to get it tested and a few more definition types done) and a post either here or in the Tools section
I've spent the majority of time re-writing the code to be more expandable for future definition support. One big addition is the ability to Add/remove stat modifiers
Sadly all settings made with this mod will not persist with the new mod.
Make sure to disable this mod if using the new one.
Hi there!
Glad I found this gem of a mod. I'm currently digging into balancing a somewhat extended mod-setup for myself and (mostly) a few friends of mine and I'm running into the very same issues I've ran last time I played the game around A16; some mods add just ridiculous items & stats that don't fit into the games balance at all. *cough* Glittertec *cough* Orassans *cough*
Last time I invested quite some time in changing the values for Glitter Tec weapons by hand and since all the inofficial nerf-patch-mods rarely stay up to date I thought I have to redo all this work in a text editor. But you mod helps A LOT with working changes out in-game - because not everything on paper plays out as expected. :)
And while sitting in front of spreadsheets, DPS calculations, etc. one thing came to my mind and since my modding-skills are sub-par at best (I'm good in balancing things - but I always need someone for the coding-side of my projects ^^) I'm not sure if Rimworld would even offer the possibilities to implement it. But what's about adding an ex-/import feature for your mod using simple .txt file system?
I know, you're currently working on a 'updated' project to this mod - but same would apply there; a ex-/import system would allow more flexibility for balancing using your mod instead of having to rely on '3rd party' patch-mods for bigger content mods that don't fit in line with a particular setup.
I'm aware that your mod is technically doing exactly this with just writing the changes into it's .xml and patching the stats on the fly in-game, but a export feature just for the changed items would make it easier to export those changes into spreadsheets.
Guess there might exist ways to automate some restructuring of .xml files - but I have to admit that I can't think of an easy solution for it at the moment. All in all I guess such a feature could make your mod into a real mandatory instance for every reasonable mod-pack to be used - imho it would deserve this status. :)
Adding in import/export to In-Game Def Editor shouldn't be hard.
Just a heads up, this mod is no longer supported as In-Game Def Editor can do much more
https://ludeon.com/forums/index.php?topic=46983.msg445886#msg445886