Hello,
I am making a pack of non-lethal weapons (or better called less lethal weapon) for those who like kidnapping people just like me! In my plan, non-lethal weapon have shortages and they are not mean to be massively used to replace lethal weapon.
In Vanilla game, there are about half the chance that a pawn will be killed instantly when they go down for whatever reason, ignoring their health status. Attacking pawn with weapon in this mod pack will not kill them unless they lose vital organ or due to illness. Stock weapons and weapons from other mod are not affected.
Now come with two version! Vanilla version that work with vanilla game and Combat Realism version work with Combat Realism MOD (https://ludeon.com/forums/index.php?topic=9759.0/) .Vanilla Version:Current, you can make all weapon on the machining table, taser will require research project taser
Tier 1
riot SMG
ranged weapon with low damage and won't cause bleeding, only effective againt target with no armor protection, won't work on mechroid
stun Gun
melee weapon, can put human in shock with 1-3 hit, but has long cool down and short effective during. Quite effective against mechroid, if you are brave enough.
poison bow and arrow
not finished yet
animal trap
in-cap target the old fashion way. Most effective against animal, humans have less than half chance trigger the trap, won't work on mechroid
Tier 2
beanbag shotgun
not finish yet
stun baton
not finish yet
tranquilizer pistol
can put animal or human in sleep in 1 shot, but take a while for tranquilizer to work.
You can instantly knock out target with 3 or more shot, but risk of eventually kill the target if not tended immediately.
Won't work on armored target and mechroid
stun trap
not finish yet
Tier 3
riot Launcher
not finish yet
tranquilizer rifle
longer range than pistol version and the tranquilizer take effect faster
have a slightly better chance against armor
taser
Ranged version of stun gun, but still quite short in range. Can knock out human target in 1-2 shot, but has long cool down between each shot
effective against mechroid if you can get close enough and put several shot on it.
require research project
sleeping gas trap
not finish yet
A new Plant : Atroque(Name may change)
An extremely beautiful that contain deadly poisons. Can be planted in the flower pot or on the ground.
Keep your pet away from those flowers as they will eat them and die!
Combat Realism Version:Pistol Tranquilizer rounds
.45 ACP (Tranquilizer)
9x19mm (Tranquilizer)
.45 Colt (Tranquilizer)
Rifle Tranquilizer rounds
.303 British (Tranquilizer)
7.62x54mmR (Tranquilizer)
Rubber rounds
5.56x45mm NATO (Rubber)
Taser
Taser battery
Taser in CR version does not have long cool down after each shot, but only have 1 magazine size and must reload after each shot.
And same traps in the vanilla version
Future plan more research project
poison plant for tranquilizer line up
balance rework
combat realism mod compatible Implemented since Update 0.1.3
Art work

animal trap test, don't worry won't be that overpowered in real game

tranquilizer test, effective against animals that won't attack you, so can you wait for the tranquilizer to work
Be aware, this is an very early version and this is the first time I develop a Mod, backup your save.
download, current version 0.1.3
https://www.dropbox.com/sh/43caj9nsu9tttwh/AACRzJiTkHcq6hQJWR-dOFPaa?dl=0 (https://www.dropbox.com/sh/43caj9nsu9tttwh/AACRzJiTkHcq6hQJWR-dOFPaa?dl=0)
How to install:For vanilla version, activate after Core
For CR version, activate after Combat Realism core
Change log
0.1.3 May 7
-Added new plant Atroque which will be used as materiel for Tranquilizer in the future
-Added CR version of this mod, see describtion above for detail
-Slightly increase the effective duration of tranquilizer
-It now takes 4 shots to kill a creature (not instantly) with Tranquilizer instead of 3
0.1.2 April 26
-Added animal trap
-Tranquilizer and riot SMG no longer work on Mechroid
-Reduced effective of Tranquilizer and riot SMG against armour, they no longer work on heavy armor target unless you hit where they are not covered
-Taser and stun gun now have better effect on Mechroid
-Tranquilizer no longer amass poison
0.1.1 April 25
-Added taser
-Added taser research project
-Reduced the effective duration of stun gun, slightly reduced stun gun cool down
-Tranquilizer pistol and rifle are now tagged as Advanced gun and Spacer
-Tranquilizer effect will now slowly fade out instead of disappear all at once
-Tranquilizer now will not destroy internal organ
0.1.0 April 24
-the first version of this mod
-Added Tranquilizer pistol and rifle
-added riot SMG
License:

(http://creativecommons.org/licenses/by-nc-sa/4.0/)
I will add source code when I believe this mod is almost finished.
This is the first time I develop a mod, appreciate for any suggestions!
I'm sorry if I cause you any trouble, but I found it quite strange that this mod has no textures, is it possible that you might of forgotten them?
Quote from: Zorathex on May 12, 2016, 12:44:28 AM
I'm sorry if I cause you any trouble, but I found it quite strange that this mod has no textures, is it possible that you might of forgotten them?
Hi, Sorry for the confusion, I haven't make textures for anything in this MOD, that's why it's in the unfinished. I'll add textures and other things as soon as I have time, probably by the end of May. Currently I am focusing on the main feature of the MOD.
Stun Gun is melee and Taser is ranged? I think you changed the descriptions there :/
Quote from: joaonunes on May 16, 2016, 01:00:43 PM
Stun Gun is melee and Taser is ranged? I think you changed the descriptions there :/
Yes, stun gun is a melee weapon and taser is a ranged weapon.
Sorry if it's because of my poor English, but I don't understand what the problem is.
Since the stun gun its a "gun" it should be the ranged version, also because I think the taser is that handheld device for stunning people, therefore melee, but maybe in my country the definitions are different, dunno...