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RimWorld => Releases => Mods => Outdated => Topic started by: rhtstm on August 31, 2016, 04:09:56 AM

Title: [B18] RT's Weapon Pack
Post by: rhtstm on August 31, 2016, 04:09:56 AM

(https://i.imgur.com/BJNhKLD.png)

This mod adds a ton of new weapons for colonists to craft, trade, and fight with.

Note:
New weapons are well balanced to fit with the default weapons as best as they can.
Each update will contain at least 1 new weapon, plus bug fix and balance tweaks.
Please report if any errors occurred!

************************************
*Weapon Art made by RT.
*Don't hesitate to leave your comments and suggestions below :)
************************************
Supported Languages
English(http://i.imgur.com/8YJvouo.png)
Simplified Chinese(http://i.imgur.com/BAtyeZs.png)
Russian(http://i.imgur.com/Uq6wl44.png)
************************************

Currently Avaliable Weapons:
(https://i.imgur.com/iOwYfTP.png)g]

************************************


Download Link
01/19/2018 updated
Steam Workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=730899625 (http://steamcommunity.com/sharedfiles/filedetails/?id=730899625)

Google Drive
https://drive.google.com/open?id=1oWgcsix-osSvzjRxxdw5AChkp8cosrIQ

百度网盘:
https://pan.baidu.com/s/1bqy182j


Enjoy this mod and also my artwork?
Please consider to support my work and efforts. Thank you! :)
(https://i.imgur.com/CH10VRl.png) (http://ko-fi.com/rtmythictang)

Update Log


01/19/2018
New weapons and changes in this update:

*M72 L.A.W

*Beretta M12 SMG

*Tomahawks (Throwing axe)

*Slingshot (Seriously?!)

*MP 18 SMG

*Melee&Range weapon stats balance




01/15/2018
New mod version for B18 (Reworked on the whole script, polished some weapon art and sound fx.)

New Sniper Rifle: Kar98

New Rifle: Inferno Rifle

New Ranged Defensive Weapon: Fire Extinguisher

New Ranged Weapon: Shuriken

New Grenade: Smoke Grenade


01/18/2017
Steyr SSG 08 Sniper Rifle
Sound Fx
Weapon Stats adjust
Equipped weapon offset stats (Some weapon now have positive/negative stat attributes)

01/07/2017
-New sound Fx for weapons!
-LVOA-C
-M84 Flashbang Grenade
-Russian Translation


01/03/2017
-New sound Fx for weapons!
-MP 40 SMG!
-Now support Alpha16!


09/03/2016
-New sound Fx for weapons!
-Added: M1014, Uzi
-Sound Fx adjustments for weapons


08/31/2016
-New sound Fx for weapons!
-Fixed an error for "Weapon Assembly" research project.
-3 New Weapons!







Title: Re: [A15]RT's Weapon Pack
Post by: Grishnerf on August 31, 2016, 04:19:27 AM
<3
Title: Re: [A15] RT's Weapon Pack
Post by: Trigon on August 31, 2016, 04:45:02 AM
Well I was gonna wait for all those other gun mods to update, but I'm really liking what I see here. You've got a download friend.
Title: Re: [A15] RT's Weapon Pack
Post by: rhtstm on August 31, 2016, 03:26:52 PM
Quote from: Trigon on August 31, 2016, 04:45:02 AM
Well I was gonna wait for all those other gun mods to update, but I'm really liking what I see here. You've got a download friend.

People are requesting to have a non-steam version for download. So..yeah, hope this help! :) Have fun.
Title: Re: [A15] RT's Weapon Pack
Post by: AseaHeru on August 31, 2016, 04:22:41 PM
 Any chance of this eventually being made to work with Combat Realism?
Title: Re: [A15] RT's Weapon Pack
Post by: rhtstm on August 31, 2016, 11:58:46 PM
Quote from: AseaHeru on August 31, 2016, 04:22:41 PM
Any chance of this eventually being made to work with Combat Realism?

There is a compatible patch for A14 of this mod on steam, not sure if he posted  on here or not. Due to things are quite changing, I don't really have the time to make another version of this mod that works with  CR. When the game officially release I might make one :)
Title: Re: [A15] RT's Weapon Pack
Post by: AseaHeru on September 02, 2016, 08:19:30 AM
 Well, if its only on steam that wont help me any. Thanks for the information though.
Title: Re: [A15] RT's Weapon Pack
Post by: ngcq1811 on September 02, 2016, 09:50:04 AM
I cant seem to find these weapons in the machining bench (preexisting save file)
Do i need to start a new colony?
Title: Re: [A15] RT's Weapon Pack
Post by: rhtstm on September 02, 2016, 02:08:51 PM
You should be able to create them via Weapon Assembly Table. Need to do research! :)
Title: Re: [A15] RT's Weapon Pack
Post by: Dingo on September 03, 2016, 05:28:46 AM
Any chance for a non-steam updated download link and adding a license? I would like to adapt the Grenade Fix mod for some of your weapons if that is OK.
Title: Re: [A15] RT's Weapon Pack
Post by: Deimos Rast on September 06, 2016, 03:32:48 AM
military shovel...?
p.s. <3
Title: Re: [A15] RT's Weapon Pack
Post by: Yodarkore on September 06, 2016, 04:14:24 AM
Does the guns have been nerfed down in order not to get one shot on day 3? Anyway good job keeping this mod up :)
Title: Re: [A15] RT's Weapon Pack
Post by: Deimos Rast on September 08, 2016, 07:48:29 PM
I've decided to poke around in the innards of this mod and adjust some things for my own game. So far I've made it through the explosives, machine guns, and melee weapons, and I have to say, I really enjoy this weapons pack. Especially the melee weapons, because that's something most other weapons mods don't touch on much.
I took a long list of notes as I went along, and your OP seems to indicate you're open to feedback, so that's what I'm here for :D.
You mention that these weapons are balanced close to stock, but I found a number of occasions where numbers were off (which is understandable given the size of the mod). Anyway, here is a list of some feedback and suggestions, which you are free to take or leave. And please don't take all this to mean I don't like the mod - far from it! I don't go to all this trouble of giving detailed feedback for a mod I don't like and want to see get better. :)
Cheers!

Research:
Make your research defs "RT_Pistols" instead of just "Pistols" as pistols is very generic and might conflict with other mods.
Sniper Rifles - maybe have them require Rifles?
SMGs - maybe have them require Pistols?

Damages_LocalInjuries:
You currently overrides all stock local injuries. Not sure why? Also your Bomb & Fire defs are missing "explosionColorCenter" & "explosionColorEdge" fields.

Grenade Launchers:
ai_IsBuildingDestroyer is missing, which stock grenades have.
Rockets have a range of 40 in stock. Stock grenades are 12.9. Your grenade launchers have a range of 35 & 37 (other mods have them around mid 20s, if not lower). Your RPG-7 Launcher has a range of 50 (other mods have it at the stock 40).

Browning Defence Complex is referenced in the Browning config, but I can't find it. I see it in the RT CR Patch, but that just confuses me???

Melee Weapons....a lot to say about these bad boys:
- A lot of these suggestions have to do with "equippedStatOffsets" which I think would add a lot of flavor and utility to them.
- All of your melee weapons have stuffCategories = Woody, which means they can be built out of wood. What I think you meant to use is "costList" and then list the specific costs, maybe? It doesn't make much sense to make a completely wooden machete or fire axe, but it does make sense to have a steel bladed machete/axe with a wooden handle.
- The Neolithic tag implies Stone Age technology, and you're applying it to metal forged technology. By and large, I would use Industrial, with a few Medieval's (e.g. Katana).

- Shovel: 28 damage is insane, as your fire axe does 25. The stock Longsword does 17 and the Sledgerhammer from HC does 27 (maybe less). I would drop the damage significantly (I went to 8), but give it bonuses to maybe MiningSpeed, PlantWorkSpeed, and/or WorkSpeedGlobal.
- Fire Axe: add PlantWorkSpeed?
- Karambit is spelled inconsistently. Nitpicky I know. Sorry. Medieval tech?
- Katana = Medieval tech; boost damage some (13 > 15? Longsword is 17, but slower; Katana might be a touch too fast even), Stuffcost = 80, but Gerber knife = 150???), WorkToMake is too low (less than half the Gerber knife). I'm no "internet expert" on Katana making, but from the documentaries I've seen, it's a meticulous and painstakingly ritualistic process. Longsword is 40,000 and I put mine at 50,000 (which is honestly still low, but gameplay needs to be a consideration too).
- Gerber Knife = add WorkSpeedGlobal bonus?; way too high of damage (better than longsword, when factoring in cooldown). Survival knives are not self-defense knives; they're meant for gutting small game and doing small knife work, hence a generalized WorkSpeed bonus.
- Crowbar = add WorkSpeedGlobal & ConstructionSpeed bonus?
- Baton = bonus points if you give it a custom damage def with increased incapacitation chance ;D
- Machete = Medieval tech? PlantWorkSpeed & ButcheryFleshSpeed; (note: haven't tested if ButcheryFleshSpeed works as expected; seems to according to the game files though).
- Khukuri = WorkSpeedGlobal bonus; has more generalized uses than a machete (according to wikipedia). Medieval tech?
- Huntsman = damage is rather high (18) for a knife. Granted, it is a combat knife but it both hits harder and faster than a Longsword. Generally it's a trade off between the two (more weight = more damage = slower swing). Also, it's damage type is "Stab" whereas from the pictures I saw (and sort of the Texture you made) have the knife with a "Tanto" tip (think Katana style as opposed to gradual curve to point) which is more for cutting and slashing.
Title: Re: [A15] RT's Weapon Pack
Post by: JournalSnail on September 08, 2016, 11:31:34 PM
It's not a weapon pack if it doesn't have a katana, the 1,000 times folded sword that can cut through 12 inch thick steel.
Title: Re: [A15] RT's Weapon Pack
Post by: Deimos Rast on September 09, 2016, 11:14:50 AM
Quote from: JournalSnail on September 08, 2016, 11:31:34 PM
It's not a weapon pack if it doesn't have a katana, the 1,000 times folded sword that can cut through 12 inch thick steel.
Not sure if you're aware of it or not already, but yes this mod has a katana. My point was that in comparison to a Longsword it should be somewhat lighter (i.e. less raw damage) and faster (and probably inch out ahead in overall DPS). Thinking about it now, it wouldn't be a bad idea to give it a boost to durability either.
Now if only I can figure out a way to cut bullets in half...
Title: Re: [A15] RT's Weapon Pack
Post by: JournalSnail on September 12, 2016, 02:12:12 AM
Quote from: Deimos Rast on September 09, 2016, 11:14:50 AM
Quote from: JournalSnail on September 08, 2016, 11:31:34 PM
It's not a weapon pack if it doesn't have a katana, the 1,000 times folded sword that can cut through 12 inch thick steel.
Not sure if you're aware of it or not already, but yes this mod has a katana. My point was that in comparison to a Longsword it should be somewhat lighter (i.e. less raw damage) and faster (and probably inch out ahead in overall DPS). Thinking about it now, it wouldn't be a bad idea to give it a boost to durability either.
Now if only I can figure out a way to cut bullets in half...
Katanas were generally very short and heavy weapons. A longsword is superior to the katana. The joke is the over use of the weapon, it being a very shitty design. The only thing it's sort of good for is to cut down unarmored and unarmed people. It would technically be more durable if the two weapons were made from the same material considering how thick the blade is. A longsword would be just as light as aatana, just as fast (depending on how top heavy the katana is) and longer than the katana.
Title: Re: [A15] RT's Weapon Pack
Post by: ngcq1811 on September 12, 2016, 03:08:24 AM
The weapon pack itself is excellent in terms of diversity and visual, but there are a few reasons I uninstalled it and use only Rimsenal and HC.
Mainly balance problems.
> Melee weapons are too powerful. Even vanilla late game melee weapons like power claw and scyther blade seem inferior.
> The M32 Grenade Launcher fires 300 million projectiles in 4 unstoppable consecutive bursts. I sent one grenadier out to deal with a poison ship that had a dozen scythers, centipedes and whatnot. Everything was destroyed in a few dozen seconds, not a corpse left to haul.
> All weapons are craftable with fairly low requirements. This is where HC is superior: you only get powerful HC weapons from traders and without OP quality modifiers.

I would only need to equip my entire colony with the M32 and no raids can damage a sandbag of mine. Only that my computer would freeze from 2000 pawns and 8 billion explosions on the screen.
Title: Re: [A15] RT's Weapon Pack
Post by: onebit on September 14, 2016, 05:11:33 PM
The weapon damages are almost twice the generic version. Too high I think. IMO most should be only 10% better and one strong one that is 25% better.

https://docs.google.com/spreadsheets/d/1QlIx-RfkXAucU-TREb7G5nNZOvCQqKzEfppD0ifT0_w/edit?usp=sharing
Title: Re: [A15] RT's Weapon Pack
Post by: Deimos Rast on September 14, 2016, 05:43:13 PM
Quote from: onebit on September 14, 2016, 05:11:33 PM
The weapon damages are almost twice the generic version. Too high I think. IMO most should be only 10% better and one strong one that is 25% better.

https://docs.google.com/spreadsheets/d/1QlIx-RfkXAucU-TREb7G5nNZOvCQqKzEfppD0ifT0_w/edit?usp=sharing
Yay, another spread sheet warrior!
Yeah, I said much the same.
Title: Re: [A15] RT's Weapon Pack
Post by: SonaGX on September 19, 2016, 06:11:09 PM
Does anyone know if this mod is gone for good, or if it's being temporarily pulled for updates?

I had one of my pawns making a sniper rifle, and once it hit 0 for the remaining work amount, nothing happened. My pawn just sat at the table with the unfinished wooden (? weird to me) L96A1 for the entire day, essentially wasting his time. When I clicked on him, it just always said "Standing" and at one point when I clicked on the unfinished weapon, it said -1 work amount, and then automatically deselected it without me clicking on anything else.

Anyway, I went to the steam workshop to see if anyone was having similar issues, but to my dismay, Steam told me "That item does not exist. It may have been removed by the Author." (This is when I went to my subscribed mods and tried to enter the RT's Weapon Pack page.)

It kind of stinks, the weapons look pretty cool and I enjoyed all those options. However, if my colonists can never complete the weapon I guess it's no use having it?

I haven't seen anything said about this mod not working, or the author discontinuing it. At least, not that I could find in a relatively short amount of time searching for it.

Anyone else experiencing something similar? Or maybe I did something wrong?
Title: Re: [A15] RT's Weapon Pack
Post by: Cmoa666 on September 19, 2016, 06:37:23 PM
Your bug is a well know bug present from a very long time. The only way to deal with it, is to cancel the unfinished item (but you lose some ingredients in the process)
Title: Re: [A15] RT's Weapon Pack
Post by: Latias4Ever on September 20, 2016, 02:32:32 PM
I also would like to ask about the mod being suddenly gone from the Workshop, hopefully the mod isn't discontinued without any warning, it's definitely one I'm enjoying a lot.
Title: Re: [A15] RT's Weapon Pack
Post by: Litcube on November 01, 2016, 04:21:41 PM
I ran into the standing at a finished item bug too.  Feels bad, man.
Title: Re: [A15] RT's Weapon Pack
Post by: ShotDead on December 24, 2016, 03:55:52 PM
Ploz update <3 this mod
Title: Re: [A16] RT's Weapon Pack
Post by: rhtstm on December 31, 2016, 10:15:32 AM
New mod version for A16 is now up! Happy New Year & Enjoy! ;)
Title: Re: [A16] RT's Weapon Pack
Post by: asquirrel on January 01, 2017, 03:09:31 PM
Thanks dude! :)
Title: Re: [A16] RT's Weapon Pack
Post by: cirus13 on January 05, 2017, 05:51:05 AM
Hello, someone can give me a non-steam link for RT Weapons + Combat Realism compatibility Patch please?
http://steamcommunity.com/sharedfiles/filedetails/?id=738997771
Thanks :D
Title: Re: [A16] RT's Weapon Pack
Post by: Canaris on January 05, 2017, 07:54:41 PM
Quote from: cirus13 on January 05, 2017, 05:51:05 AM
Hello, someone can give me a non-steam link for RT Weapons + Combat Realism compatibility Patch please?
http://steamcommunity.com/sharedfiles/filedetails/?id=738997771
Thanks :D

I second that motion.

Without it Vintorez dont work for me :(
Title: Re: [A16] RT's Weapon Pack
Post by: Smexy_Vampire on January 05, 2017, 08:16:25 PM
i dont underdtand how the miss radius works ?
Title: Re: [A16] RT's Weapon Pack
Post by: Wazowski on January 05, 2017, 11:25:39 PM
I love your mod.
Title: Re: [A16] RT's Weapon Pack
Post by: rhtstm on January 06, 2017, 11:08:48 PM
New update! See update log.
Title: Re: [A16] RT's Weapon Pack
Post by: rhtstm on January 06, 2017, 11:09:57 PM
Quote from: Wazowski on January 05, 2017, 11:25:39 PM
I love your mod.

Thanks! Enjoy ;)
Title: Re: [A16] RT's Weapon Pack
Post by: Madman666 on January 12, 2017, 10:18:05 AM
Hello, @rhtstm, for the longest time I was looking for more or less balanced weapon mod to make raiders more powerful to offset More turrets mod which annihilates everything. From what I'va tried yours has most content, has good balance and variety and overall very fun to have. Only problem I had with it - I like to see bullets fly and I don't have good eyesight, so your new projectiles was as good as invisible to me. So I've put together a simple patch, that returns original (white) projectiles, lowers their velocity a little to vanilla level (about 8-10%) and adds a small darkish outline around weapons sprites for better weapon visibility. There was no other changes to balance. From what I saw in feedback to your cool mod - there was some other guys like me who prefer vanilla projectiles. Here's what it looks like:

(http://i89.fastpic.ru/big/2017/0112/25/d80cad2151ffe11a8838a5e0ef499025.jpg) (http://i90.fastpic.ru/big/2017/0112/18/793be874269db699a14ec3bf5d781f18.jpg)

If you don't mind, I could pack it, post it somewhere on dropbox or yandex.disk and give you a link, so people who visit your mod's page could download it, or if you do mind, I can just keep using it myself then =) Anyways, thanks a bunch for a really cool mod) It's been tons of fun.
Title: Re: [A16] RT's Weapon Pack
Post by: grimsurgent on January 14, 2017, 11:06:38 PM
non steam version of cr patch or we will have mental break
Title: Re: [A16] RT's Weapon Pack
Post by: Element4ry on January 16, 2017, 05:46:18 AM
I'll try the mod right now, looks great! I like the references to Counter Strike and Half-Life (dual berettas, crowbar and the knife) =D
Title: Re: [A16] RT's Weapon Pack
Post by: evan25 on January 17, 2017, 05:56:35 AM
Is there anyway to unistall this mod ? i tried to remove anything about this mod in game then off the mod but i still can't load the old save. sr for bad eng
Title: Re: [A16] RT's Weapon Pack
Post by: rhtstm on January 19, 2017, 06:24:00 PM
Quote from: seanandjay29 on January 14, 2017, 11:06:38 PM
non steam version of cr patch or we will have mental break
You can ask the RT+CR patch creator on steam to see if he is willing to provide a non-steam version. :)
Title: Re: [A16] RT's Weapon Pack
Post by: thundyuk on May 05, 2017, 11:35:50 AM
Is there a quick list of how powerful they are comparatively? There's a lot of guns there :)
Nice mod :)
Title: Re: [A16] RT's Weapon Pack
Post by: br1zz on May 22, 2017, 08:40:41 AM
great skins ! but i dont know if the balance is bad, or i just had bad luck.
started a new colony with this pack enabled, after 30 days a group of 5 pirates raided me, one of them had a dragunov. he killed 4 of my 5 pawns within about 15 seconds. they all had good cover.  :'(

the last pawn was knocked out and died shortly after, while trying to escape...


Title: Re: [A16] RT's Weapon Pack
Post by: Madman666 on May 22, 2017, 10:52:02 AM
Quote from: br1zz on May 22, 2017, 08:40:41 AM
great skins ! but i dont know if the balance is bad, or i just had bad luck.
started a new colony with this pack enabled, after 30 days a group of 5 pirates raided me, one of them had a dragunov. he killed 4 of my 5 pawns within about 15 seconds. they all had good cover.  :'(

the last pawn was knocked out and died shortly after, while trying to escape...

While pirates getting Dragunov early is indeed bad luck, you are not supposed to play firefights with snipers. They  will outshoot you because of superior weapon accuracy even if they have bad cover and you have good. You're supposed to hide behind corners out of their line of sight, force them to follow you and then ambush either with melee weapons or just by focus firing the sniper with everyone before going for other pirates.
Title: Re: [A16] RT's Weapon Pack
Post by: br1zz on May 22, 2017, 12:06:32 PM
the dragunov sniper was isolated and i could get to mid range through mountaincover, then i got quickly into cover and started attacking him, but the high rate of fire of the dragunov just surprised me together with its lethality on mid range. theres just no comparable vanilla weapon :P i know how to handle the regular sniper, but this one.. uuh. ill definitly melee attack the dragunov snipers next time. also after looking into the xml it seems it has the highest accuracy of all snipers on mid range.
Title: Re: [A16] RT's Weapon Pack
Post by: doctercorgi on May 22, 2017, 02:08:57 PM
I love your mod! Although the work times for some weapons seem too long. Maybe add more shotguns or a 308. MDR for a modern battle rifle?
Title: Re: [A16] RT's Weapon Pack
Post by: rambo on June 08, 2017, 03:35:37 PM
Any plans for updating this mod for A17?
Title: Re: [A16] RT's Weapon Pack
Post by: Madman666 on June 09, 2017, 04:31:26 AM
Quote from: rambo on June 08, 2017, 03:35:37 PM
Any plans for updating this mod for A17?

Its already up to date on Steam. Rt probably forgot to update it here, he's busy with his own game project for now) I'll message him to remind about his forum thread being neglected.

UPD: RT said he already updated the link, just didn't have the time to change thread title and image, so its already A17 version here too.
Title: Re: [A16] RT's Weapon Pack
Post by: rambo on June 09, 2017, 11:03:19 AM
Quote from: Madman666 on June 09, 2017, 04:31:26 AM
Quote from: rambo on June 08, 2017, 03:35:37 PM
Any plans for updating this mod for A17?

Its already up to date on Steam. Rt probably forgot to update it here, he's busy with his own game project for now) I'll message him to remind about his forum thread being neglected.

UPD: RT said he already updated the link, just didn't have the time to change thread title and image, so its already A17 version here too.
Thanks
Title: Re: [A17] RT's Weapon Pack
Post by: Ethnar on August 11, 2017, 01:12:26 PM
Really liked the mod, felt quite balanced. And I love the graphics of the weapons! Any chance I could re-use the graphics? What licence applies to them?
Title: Re: [A17] RT's Weapon Pack
Post by: PM_ME_NAKED_SINGULARITIES on August 24, 2017, 01:10:15 AM
For some reason none of my colonists will fire the M32 grenade launcher. Are there any common reasons for this?
Title: Re: [A17] RT's Weapon Pack
Post by: Heni on August 24, 2017, 08:26:22 AM
Please make a CE patch, that mod will be epic!
Title: Re: [A17] RT's Weapon Pack
Post by: Lady Wolf on September 14, 2017, 09:02:21 AM
Quote from: Heni on August 24, 2017, 08:26:22 AM
Please make a CE patch, that mod will be epic!
Seconded!  8)
Title: Re: [A17] RT's Weapon Pack
Post by: Difictly on September 14, 2017, 11:07:57 AM
Quote from: Lady Wolf on September 14, 2017, 09:02:21 AM
Quote from: Heni on August 24, 2017, 08:26:22 AM
Please make a CE patch, that mod will be epic!
Seconded!  8)
Thirded.  :P
Title: Re: [A17] RT's Weapon Pack
Post by: Madman666 on September 14, 2017, 12:03:20 PM
Sad to say - Rt's working on his own game project now, so he won't be adding things or patches for a while. Since CE is quite complicated and patching big weapon collection will be a crapton of work, I am double positive on that. My guess, your best bet is to hope some enthusiastic community member, who knows his way around modding, will want to play it with CE bad enough to put together a patch for himself and share it with community.

UPD Actually there already is a patch available by Nekda:
Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=950767932 (http://steamcommunity.com/sharedfiles/filedetails/?id=950767932)
Github link: https://github.com/Nekda/cert (http://steamcommunity.com/sharedfiles/filedetails/?id=950767932)
Dunno is it actually functional though.
Title: Re: [A17] RT's Weapon Pack
Post by: Constance68W on September 14, 2017, 07:04:50 PM
What is RT working on?
Title: Re: [A17] RT's Weapon Pack
Post by: Matt Logan on September 17, 2017, 08:54:01 AM
love this mod but i would love it even more if u added a another tab for researching to get it organized please!
Title: Re: [A17] RT's Weapon Pack
Post by: werty112 on September 17, 2017, 05:12:57 PM
*Sees assault rifles* WHERE IS STG 44!!!!!!!!!!!!111 *dislike*

*EDIT*: Why Garand is assault rifle? It was semi-repeted rifle (USA's equialed of German Gewer 43 and Soviet Tokarev).
Title: Re: [A17] RT's Weapon Pack
Post by: Topper on November 21, 2017, 03:50:56 AM
Would it be possible to update this for B18? Thanks
Title: Re: [A17] RT's Weapon Pack
Post by: SamhainJack on November 21, 2017, 01:55:20 PM
Update please?
Title: Re: [A17] RT's Weapon Pack
Post by: Zookes on November 23, 2017, 12:58:01 PM
I went ahead and did a quick hacky B18 pass on the xml just to get it done for my saves, so I thought I'd share it here. Everything works without errors (supposedly), but is not terribly balanced due to necessary melee changes. Link to mega:

https://mega.nz/#!VPI0EaBY!MNBgyfPJ165RVyP68dnQ6s2pFngRH2Nx2qWO7xqBLYI

Best to wait for RT's official update if you liked the melee weapons.

Enjoy!
Title: Re: [A17] RT's Weapon Pack
Post by: Bozzarr on November 23, 2017, 03:02:05 PM
TFW you dont know what weapon is behing name shortcut, so you have to go back to page 1 each time you try to craft something. Im glad vanilla doesnt codename its weapons....
Title: Re: [A17] RT's Weapon Pack
Post by: Zookes on November 23, 2017, 07:07:19 PM
FWIW, I did add some helpful labels to the crafting menu in my unofficial update. For example, you'll see "Craft pistol: M1911" instead of "Craft M1911". It should be there for most ranged weapons.
Title: Re: [A17] RT's Weapon Pack
Post by: shark510 on December 04, 2017, 12:16:29 PM
Quote from: Zookes on November 23, 2017, 12:58:01 PM
I went ahead and did a quick hacky B18 pass on the xml just to get it done for my saves, so I thought I'd share it here. Everything works without errors (supposedly), but is not terribly balanced due to necessary melee changes. Link to mega:

https://mega.nz/#!VPI0EaBY!MNBgyfPJ165RVyP68dnQ6s2pFngRH2Nx2qWO7xqBLYI

Best to wait for RT's official update if you liked the melee weapons.

Enjoy!

thanks! cant wait for b18 update, you are my savior ;D ;)
Title: Re: [A17] RT's Weapon Pack
Post by: Canaris on December 26, 2017, 11:13:26 AM
Quote from: Zookes on November 23, 2017, 12:58:01 PM
I went ahead and did a quick hacky B18 pass on the xml just to get it done for my saves, so I thought I'd share it here. Everything works without errors (supposedly), but is not terribly balanced due to necessary melee changes. Link to mega:

https://mega.nz/#!VPI0EaBY!MNBgyfPJ165RVyP68dnQ6s2pFngRH2Nx2qWO7xqBLYI

Best to wait for RT's official update if you liked the melee weapons.

Enjoy!

It doesnt work for me :( I had a pawn with L96 sniper rifle and Thompson submachine gun and one boar almost killed them both because everytime they hit him they did no damage and error log logged something about null penetration value or some crap like that :(
Oh and those weapons have no options for fire modes, unlimited ammo like in vanilla etc :(
Title: Re: [B18] RT's Weapon Pack
Post by: rhtstm on January 15, 2018, 10:57:49 AM
RT's Weapon Pack for B18 Released!

Steam users can now subscribe to the new version via steam workshop.

Non-steam users can download from google drive. When I push an update via steam, I will then also upload the steam version to Google Drive. Make sure to check often!

Cheers!
Title: Re: [B18] RT's Weapon Pack
Post by: Harry_Dicks on January 15, 2018, 11:41:18 AM
Woohoo, nice man! Those textures are really, really nice. I'm loving that fire extinguisher! ;)
Title: Re: [B18] RT's Weapon Pack
Post by: rhtstm on January 15, 2018, 11:30:28 PM
Quote from: Harry_Dicks on January 15, 2018, 11:41:18 AM
Woohoo, nice man! Those textures are really, really nice. I'm loving that fire extinguisher! ;)

Thanks man! Glad you like the art. I did spend a lot of time drawing and polishing each pixel! Haha. Enjoy~
Title: Re: [B18] RT's Weapon Pack
Post by: rhtstm on January 20, 2018, 04:08:06 PM
New update!
Title: Re: [B18] RT's Weapon Pack
Post by: iuri2993 on January 27, 2018, 07:04:09 PM
Hey man! first, sorry my bad english, i will try :D
love you mod soo far, i can't play without it anymore!
but if i can ask, you will change the sounds of gunshots to make them more unique?
and if you want a basic tranlations to Brasilian portuguese, i think i can help you a little

thanks for this great mod and work man! realy enjoy soo far!
Title: Re: [B18] RT's Weapon Pack
Post by: Harry_Dicks on January 27, 2018, 07:18:42 PM
I usually don't like weapon packs that add this many weapons. However, you've managed to make pretty much all of these weapons easily identifiable. No two weapons look very similar, or you aren't really sure what one is. Yeah, you might have like 8 SMGs, but they all look very nice and distinct from each other. Even the MP7, the way the handle looks on the gun, you can see represented by just those few pixels.
Title: Re: [B18] RT's Weapon Pack
Post by: Kenny Dave on January 31, 2018, 04:42:35 PM
Thank you for the mod, I enjoy it greatly. I know about weapons that I thought I ever would now.

The BAR M1918 says "can also be used on a defence complex"; what does this mean? Is it CE related?
Title: Re: [B18] RT's Weapon Pack
Post by: Canute on February 05, 2018, 04:50:49 AM
rhtstm,
could you screw a bit at the mellee weapon balance ?
Most of them have incredible high DPS compared to vanila weapons.
Plasteel Longsword exec.  13.92 DPS 100%
Plasteel Katana  exec,   23,81 DPS 50%
Plasteel Butche K sup.  15.40 DPS  50%

A Katana is basicly a lighter longsword asian style and should have the same DPS but faster (like it is).
But a butcher knife with more DPS then a longsword ? :-) Ok maybe steven seagal would agree . :-)

I think they should have same DPS rating like vanilia ones, but their boni made them more useful.


Title: Re: [B18] RT's Weapon Pack
Post by: actwactw on April 07, 2018, 09:18:37 AM
Hi
I translated the mod in Italian
you can add it to the next update if you want
http://www.mediafire.com/file/ivwn46mvwv4uyoh/RT%27s+Weapon+Pack+B18-italian.zip
Title: Re: [B18] RT's Weapon Pack
Post by: commandet on May 10, 2018, 05:13:04 PM
rhtstm, or any other who could actually confirm this and help if need be.

I loved this mod to the very bone, its fantastic. But, as I was frantically crafting all of the available rifles I came across some that, when in the hands of a drafted pawn, would have just a "miss radius 1" instead of the usual broken down accuracies. I know that the 'miss radius' is used in launchers and miniguns....  But it seemed a little off to find it in normal rifles, as almost no shot would hit the target at any given distance even with lvl20 shooters and higher than good qualities.

At this moment I found this only on M4, M14 and M1 Garand. EDIT: and in all of the machine guns.

Is it really supposed to be like this?  ???

Title: Re: [B18] RT's Weapon Pack
Post by: jmababa on August 29, 2018, 10:02:57 AM
I love this mod hope this gets updated to b19
Title: Re: [B18] RT's Weapon Pack
Post by: WolfgangPolska on October 03, 2018, 05:00:02 AM
Yeah, can  we anticipate the update?