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RimWorld => Mods => Unfinished => Topic started by: Darque on September 23, 2016, 12:44:50 PM

Title: [A17][WIP] Cyberpunk (May 17th, 2017)
Post by: Darque on September 23, 2016, 12:44:50 PM
(https://github.com/MDarque/Cyberpunk/blob/master/About/preview.png?raw=true)
The Cyberpunk mod will add elements of the Cyberpunk 2020 RPG game (http://cyberpunk.wikia.com/wiki/Cyberpunk_2020) to RimWorld.

Phase I
Weapons, Armor and Apparel

Phase II
Corps as factions - Started.  Will be in separate mod.
Cyberpunk Roles as backstories - Started. Will be in separate mod.

(http://i.imgur.com/GAbh0vy.png)


Github Repository (https://github.com/MDarque/Cyberpunk)

I am open to suggestions and if anyone wants to join in, let me know.
Also, if you are interested in helping with graphics (armor and apparel), I would appreciate the help.

= POWERED BY =
Harmony 1.0.9.0 (https://ludeon.com/forums/index.php?topic=29517.0). Detouring Library.
Title: Re: [WIP] Cyberpunk
Post by: hendrikpfaff on September 23, 2016, 02:00:52 PM
Quote from: Darque on September 23, 2016, 12:44:50 PM
The Cyberpunk mod will add elements of the Cyberpunk 2020 RPG game (http://cyberpunk.wikia.com/wiki/Cyberpunk_2020) to RimWorld.
Phase I
Weapons and Armor

Phase II
Corps as factions
Cyberpunk Roles as backstories

Phase III
Cybernetic implants

Phase IV
TBD

Github Repository (https://github.com/MDarque/Cyberpunk)

I am open to suggestions and if anyone wants to join in, let me know.
I only know xml but i could help you with making the corps, weapons idk.
Im just bored so i can help you make some things if you want. (Dont ask me to draw someting i suck at that :P )
Title: Re: [WIP] Cyberpunk
Post by: Darque on September 23, 2016, 02:09:49 PM
All help is appreciated :)

I have a list of the major corps here (https://github.com/MDarque/Cyberpunk/issues/4).

For some of the militaristic corps such as Arasaka and Militech, do you know if we can restrict their weapons to a certain set?
Title: Re: [WIP] Cyberpunk
Post by: hendrikpfaff on September 24, 2016, 09:26:46 AM
Quote from: Darque on September 23, 2016, 02:09:49 PM
All help is appreciated :)

I have a list of the major corps here (https://github.com/MDarque/Cyberpunk/issues/4).

For some of the militaristic corps such as Arasaka and Militech, do you know if we can restrict their weapons to a certain set?
Yes you can should be in the pawn defs somewhere if im right :/
Title: Re: [WIP] Cyberpunk
Post by: Darque on September 25, 2016, 11:44:57 PM
Progress continues.  The new pistols and shotguns completed as well as some of the other guns. Here are all the guns created so far:
(https://lh3.googleusercontent.com/Bfh9tp0OBIfPpObRjgjURRF5a50iYem7rqJc-xD03F0qSo_9OnlMtUesCrT4s6sqlyjHZ97XFQcfTKMIHnczOH4OjPMo87MB8Euh5CRC_NRg37NdUsmhOwZbtnnTvNKFZPenKy4UFdzEdFgR3anRsPCfbyXW-e0uvteclKrOeurg8nJCIeOrWPwcUhVSj2ErqHeL3r14NjJueJkZIGoZkNO7LyMAhhrfW5YuAsdyAY3iwyBPFbpwnv1PbGrzpiXInHb1gcaTBzZhJZv3cMt5cNn5KcZmhHnjDEENElkUBkD2szqjCUbajJ0DjxyCxA8opnE8QU-byFLBaUupw9qouif7eijLm-2Yg7YeckUqXbL3B1LsflloZyzLGRyfbc1czDamw3NhcduCZU2qhdqXfhd__gaLj5Vn4yXe9aGke-2u_LveiO8J8VfbrSgvd24UNgz6kTRe-FTFdH26WrGMGaL_mbAMuuwu6LO62SxmcYr7OqFvTJpjtnzgt509tegGlGPIrot7CHSIqy6fbKRJhdKcybkm5Wjtcc-sN4voaXlGkUg1_G_MX9kbv1tIZHlqNEGV3A3rf56l6iz2FOP-P5YGRhOhn2y73OpevnAQhi0o-YNZKg=w1102-h593-no)
Title: Re: [WIP] Cyberpunk
Post by: Darque on October 07, 2016, 04:46:42 AM
I completed 9mm SMGs today.  Progress has slowed down a bit because of life, but it continues.  Next I will be working on the 10mm SMGs.

One thing I would like to add to the mod is the concept of gun reliability.  Some of the guns will be manufactured better to start with, while others are cheap junk. This means that a less reliable gun would jam more often. I would like to represent that ingame by the gun not firing, and the pawn must cool down and aim the gun again before he can fire.  As a secondary effect of the gun jam, the gun would receive a little bit of damage every time it jams.

Another question to ponder for this system: if a gun is less reliable, should it also start with fewer hit points and/or deteriorate faster?
Title: Re: [WIP] Cyberpunk
Post by: Darque on October 09, 2016, 02:03:39 AM
All of the SMGs are now completed.  My next task will be to work on assault and sniper rifles.
Title: Re: [WIP] Cyberpunk
Post by: Darque on October 20, 2016, 04:59:09 AM
Progress continues.  21 various new assault rifles have not been added to the mod. Next I move on to sniper rifles.
Title: Re: [WIP] Cyberpunk
Post by: demeggy on October 20, 2016, 12:45:46 PM
Love anything Cyberpunk; watching this with beady eyes!
Title: Re: [WIP] Cyberpunk
Post by: Wolf619 on October 20, 2016, 07:20:58 PM
Quote from: demeggy on October 20, 2016, 12:45:46 PM
Love anything Cyberpunk; watching this with beady eyes!
Lol same here can't wait to do some shadow runs in rimworld lol
Title: Re: [WIP] Cyberpunk
Post by: Darque on October 21, 2016, 01:31:19 AM
Quote from: Wolf619 on October 20, 2016, 07:20:58 PM
Quote from: demeggy on October 20, 2016, 12:45:46 PM
Love anything Cyberpunk; watching this with beady eyes!
Lol same here can't wait to do some shadow runs in rimworld lol
Feel free to download what is in the GitHub and give it a try.
Also, if there is anything specific you would like to see in this mod, let me know and I'll do my best to accommodate.
Title: Re: [WIP] Cyberpunk
Post by: Wolf619 on October 21, 2016, 09:05:43 AM
Quote from: Darque on October 21, 2016, 01:31:19 AM
Quote from: Wolf619 on October 20, 2016, 07:20:58 PM
Quote from: demeggy on October 20, 2016, 12:45:46 PM
Love anything Cyberpunk; watching this with beady eyes!
Lol same here can't wait to do some shadow runs in rimworld lol
Feel free to download what is in the GitHub and give it a try.
Also, if there is anything specific you would like to see in this mod, let me know and I'll do my best to accommodate.
Sunglasses and Trench coats so I can make my guys look like syndicate lol
orks? maybe? for a rival faction??
I'll have to think about it
Title: Re: [WIP] Cyberpunk
Post by: Darque on October 21, 2016, 11:08:41 AM
Quote from: Wolf619 on October 21, 2016, 09:05:43 AM
Sunglasses and Trench coats so I can make my guys look like syndicate lol
orks? maybe? for a rival faction??
I'll have to think about it
I can add sunglasses and trench coats to my list. I don't think that should be difficult.
But Orks? Are you getting Cyberpunk confused with Shadowrun or another scifi setting?
To picture the Cyberpunk (https://en.wikipedia.org/wiki/Cyberpunk_2020) setting, think more in the lines of Johnny Mnemonic or Ghost in the Shell.

Title: Re: [WIP] Cyberpunk
Post by: demeggy on October 21, 2016, 02:41:30 PM
Totally agree with Trenchcoats and Sunglasses. Maybe some badass new cyborg bodyparts?
Title: Re: [WIP] Cyberpunk
Post by: Darque on October 21, 2016, 04:43:39 PM
I will totally be adding new cybernetic implants/bodypants.  It's one of the reasons to do cyberpunk :D

BTW here is my current todo list for implants:

NameDesc
Speedwaremove faster
Subdermal ArmmorAR .18 armor
Adrenal Boosterfaster reflexes
Grafted Musclelift more, more melee damage
Skin WeaveAR .12 armor
Enhanced Antibodies+1 healing
Toxin Binders+4 drug resistance
Nanosurgeonsx2 healing
Scratchers3 melee dmg
Rippers9 melee dmg
Wolvers18 melee dmg
Big Knucks14 melee dmg
Slice N Dice12 melee dmg
Image Enhancement+2 vision
Targeting scope+1 ranged to hit
Amplified hearing+1 hearing
Tool handconstruction bonus
Buzz handplant cut bonus
Drill handmining bonus
Faceplate   AR .25 head
Torso plateAR .25 torso
Cowl plateAR .25 head
Title: Re: [WIP] Cyberpunk
Post by: Wolf619 on October 22, 2016, 02:26:53 PM
Quote
But Orks? Are you getting Cyberpunk confused with Shadowrun or another scifi setting?

Yeah I was thinking shadow run. lol Maybe a custom animal pawn with drone skins so you can have a pet flying drone?
vibroblades?
Title: Re: [WIP] Cyberpunk
Post by: Darque on October 23, 2016, 12:18:57 AM
There will be monokatanas, powerswords and chainknives...

Cyberpunk also had custom cybernetically and genetically enhanced animals.  I haven't planned on working the mod in that direction just yet.  Maybe I will plan that after I get all of the human cybernetic implants completed.
Title: Re: [WIP] Cyberpunk
Post by: Wolf619 on October 23, 2016, 01:08:55 AM
Quote from: Darque on October 23, 2016, 12:18:57 AM
There will be monokatanas, powerswords and chainknives...

Cyberpunk also had custom cybernetically and genetically enhanced animals.  I haven't planned on working the mod in that direction just yet.  Maybe I will plan that after I get all of the human cybernetic implants completed.

That's a good idea, probably wouldn't be THAT hard to implement either if it's a branch off human implants.
hmm.. trying to think of ideas.. they already have joy wires.

I was thinking you might be able to do a holographic image of yourself for a distraction
(item drops player sprite where you are and the item draws enemy attacks while you escape)
I can't imagine it being too crazy to make something like that?
But then again I don't really know about that one.

i want to say decks and hacking but i don't see any way to implement that into rimworld (at least current stage)

hmm..
Title: Re: [WIP] Cyberpunk
Post by: Darque on November 06, 2016, 01:53:32 AM
Took me awhile this time...but sniper rifles are now done (20 of them added).
I also nerfed ranges a bit so that there is a very large difference between using a pistols and shotguns vs SMG vs rifle. Should make combat interesting.

Next I plan on tackling clothing, armor and helmets before moving on to melee and heavy weapons.
Title: Re: [WIP] Cyberpunk
Post by: Robloxsina66 on November 06, 2016, 02:58:07 AM
the guns are good but they are overpowered
Title: Re: [WIP] Cyberpunk
Post by: Darque on November 06, 2016, 10:56:41 AM
Most pistols do more damage, but their distance is nerfed to 5.
Shotguns do a little more damage, but their distance is nerfed to 5.
Rifles and SMGs do more damage per hit, but none of them are set to more than a 3 round burst.
Most sniper rifles also do less damage.

I also plan on implementing gun jamming later in the project, as well as other gun quality nerfing (ie break down faster).

What changes do you think should be done to make things less overpowered?
Title: Re: [WIP] Cyberpunk
Post by: Darque on November 25, 2016, 07:22:18 PM
It has been awhile, but I have been slowly working.  Added many armors to the mod, but still have to create graphics for them.
Also added some c# mod code so that damage with the new weapons is a random amount, instead of fixed.  That should satisfy people stating that the new guns do too much damage.
Title: Re: [WIP] Cyberpunk
Post by: ChaosChronicler on November 25, 2016, 10:32:17 PM
Like the look of the weapons so far. I need to look up the source material to see some of the other stuff you mentioned. This was made by the same company as Mekton right?
Title: Re: [WIP] Cyberpunk
Post by: Darque on November 25, 2016, 11:09:20 PM
Quote from: ChaosChronicler on November 25, 2016, 10:32:17 PM
Like the look of the weapons so far.
Thanks.
Quote from: ChaosChronicler on November 25, 2016, 10:32:17 PMI need to look up the source material to see some of the other stuff you mentioned. This was made by the same company as Mekton right?
Yes, Cyberpunk 2020 was made by R. Talsorian Games, the same company as Mekton.
I also used alot of online reference material from http://datafortress2020.com/ and http://cyberpunk.asia/
Title: Re: [WIP] Cyberpunk
Post by: Darque on November 29, 2016, 03:22:10 AM
Had some more coding success tonight: I have added the weapon reliability and jam chance to the stat screen:
(http://i.imgur.com/beVg3zW.jpg)
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on December 21, 2016, 03:50:06 AM
Made an update to the repository with my latest version, including support for Alpha 16.
Many new apparel items, some cybernetic implants, and the gun reliability/jamming code has been added.
Title: Re: [A16][WIP] Cyberpunk
Post by: Robloxsina66 on December 21, 2016, 11:39:57 AM
mine says a15 still
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on December 21, 2016, 12:41:46 PM
Quote from: Robloxsina66 on December 21, 2016, 11:39:57 AM
mine says a15 still
Sorry, I had moved my local repository and had synced it to the old one.  Should be resolved now.
Title: Re: [A16][WIP] Cyberpunk
Post by: Robloxsina66 on December 21, 2016, 02:08:43 PM
its alright I will test this
Title: Re: [A16][WIP] Cyberpunk
Post by: Robloxsina66 on December 21, 2016, 02:27:44 PM
it works
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on December 21, 2016, 03:25:53 PM
I just tried it again and found hat the GitHub software had added some lines to my xml.   I have resolved that new issue and synced it back to Gihub correctly.  Looks to load correctly now.
Title: Re: [A16][WIP] Cyberpunk
Post by: Robloxsina66 on December 21, 2016, 03:35:05 PM
works perfectly

you planning on putting this to combat realism?
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on December 21, 2016, 04:14:48 PM
No.  I don't want to create any dependencies to other mods.  If there is a specific feature that is in combat realism that you feel should be in this mod, let me know, and I'll see if I can add it in.
Title: Re: [A16][WIP] Cyberpunk
Post by: Robloxsina66 on December 21, 2016, 05:49:46 PM
ok
and love the guns to I like them
Title: Re: [A16][WIP] Cyberpunk
Post by: CuriousKey on December 29, 2016, 06:35:02 AM
Great looking mod! :) I'm new here, but just looking through the modding community for this game has me very excited. I'll be keeping an eye on this project :)
Title: Re: [A16][WIP] Cyberpunk
Post by: SergeshD123 on December 29, 2016, 09:49:54 AM
Does the gun reliability feature affect guns from other mods?

If so, please make a version of this mod that doesn't include gun reliability. I need only the items and backstories, that new feature seems unnecessary
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on December 29, 2016, 01:49:57 PM
Quote from: SergeshD123 on December 29, 2016, 09:49:54 AM
Does the gun reliability feature affect guns from other mods?

If so, please make a version of this mod that doesn't include gun reliability. I need only the items and backstories, that new feature seems unnecessary

Reliability feature will not affect guns from other mods. For a gun to utilize my reliability function, the xml would need to reference the custom property that I created.
Title: Re: [A16][WIP] Cyberpunk
Post by: SergeshD123 on December 29, 2016, 08:22:29 PM
Okay, then, but will it still affect vanilla guns?
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on December 29, 2016, 09:44:30 PM
Quote from: SergeshD123 on December 29, 2016, 08:22:29 PM
Okay, then, but will it still affect vanilla guns?
I have overwritten the vanilla guns to utilize the weapon reliability code.  If you don't want it to, then simply delete \Cyberpunk\Defs\ThingDefs\Weapons_Guns.xml
Title: Re: [A16][WIP] Cyberpunk
Post by: SergeshD123 on December 30, 2016, 12:02:01 AM
Thanks, man. Really nice mod, hope it is finished soon.

By the way, what is your favorite Cyberpunk work? Mine are Shadowrun, Deus Ex and Ghost in the shell
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on December 30, 2016, 10:45:39 AM
Quote from: SergeshD123 on December 30, 2016, 12:02:01 AM
By the way, what is your favorite Cyberpunk work? Mine are Shadowrun, Deus Ex and Ghost in the shell
The Cyberpunk 2020 RPG, Johnny Mnemonic (movie and short story), other works by Gibson, Bubble Gum Crisis, Ghost in the Shell SAC and Deus Ex.
Title: Re: [A16][WIP] Cyberpunk
Post by: DasaKamov on December 30, 2016, 05:22:30 PM
You had me at Cyberpunk, and you especially had me at R. Talsorian's Cyberpunk  2020!  I'm eager to see how this mod will grow; is it possible , in terms of modding Rimworld, to add a cyber-psychosis mechanic whenever pawns get chrome'd out?  :D

Although I'm new to the Rimworld modding scene, I do have about three years of pixel-art experience modding other games.  If you still would like help with the graphical aspect, I'd be more than happy to lend a hand; although I'm still away from usual computer for the holiday, I can PM you some examples of sprite-clothing as a "resumé" shortly after the New Year.  :)
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on December 30, 2016, 10:41:22 PM
You had me at Cyberpunk, and you especially had me at R. Talsorian's Cyberpunk  2020!  I'm eager to see how this mod will grow; is it possible , in terms of modding Rimworld, to add a cyber-psychosis mechanic whenever pawns get chrome'd out?  :D
[/quote]
I believe cyber-psychosis is possible.  It can be something to add to the mod after all of the current features are implemented.
Quote from: DasaKamov on December 30, 2016, 05:22:30 PM
Although I'm new to the Rimworld modding scene, I do have about three years of pixel-art experience modding other games.  If you still would like help with the graphical aspect, I'd be more than happy to lend a hand; although I'm still away from usual computer for the holiday, I can PM you some examples of sprite-clothing as a "resumé" shortly after the New Year.  :)
I welcome the help.  I don't even need a resume.  Go ahead and pick an apparel item that I haven't created artwork for (most of them) and see what you can do with it.
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on January 30, 2017, 11:51:24 PM
Its been a couple of weeks, and I have added many new cybernetic implants, as well as tweaking some of the previous changes.  Feel free to get the latest version from GitHub.
Title: Re: [A16][WIP] Cyberpunk
Post by: TerrorThomasCao on January 31, 2017, 09:48:17 PM
Looking forward to this being completed/progressed! Two questions:
1. Percentage wise, how close is the mod to your end? Of course, people are going to want more but what about for you?
2. What programs are you using and anyone that's helping can answer with their programs too? I've been hoping to hop into the community of modding but I don't really know where to start.
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on January 31, 2017, 11:06:07 PM
Quote from: TerrorThomasCao on January 31, 2017, 09:48:17 PM
Looking forward to this being completed/progressed! Two questions:
1. Percentage wise, how close is the mod to your end? Of course, people are going to want more but what about for you?
2. What programs are you using and anyone that's helping can answer with their programs too? I've been hoping to hop into the community of modding but I don't really know where to start.
1. For phase 1, I feel I am about 75% done with the xml/code work, but only about 10% done with apparel and helmet graphics.  I also still need to add melee and heavy weapons. Once phase 1 is completed, I will do a general mod release.
2. I use Github as my code repository, and Microsoft Visual Studio 2015 Community Edition for me xml and code editing.  For graphics, I use Corel Paintshop Pro X9.
Title: Re: [A16][WIP] Cyberpunk
Post by: TerrorThomasCao on January 31, 2017, 11:38:51 PM
Hmm, thanks for that. Many people just tell me what to do not how and that's very helpful, so thanks for being so specific. I'll check those out and if I ever get marginally good, I'll be sure to return the favor and help you. :D
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on February 01, 2017, 02:13:50 AM
Well, a big help right now would be for you to try it out and report any bugs that are found so that I can squash them.
Title: Re: [A16][WIP] Cyberpunk
Post by: TerrorThomasCao on February 01, 2017, 09:13:07 PM
Yeah, just opened the game with your mod loaded, I'll report anything suspicious!
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on February 08, 2017, 10:46:22 AM
I had an idea this week that I'm thinking of implementing, but I want to see if there is interest in it first:
Currently for all my kevlar items, it uses plasteel in addition to fabric or leather.  I am thinking of replacing plasteel with a new kevlar resource, which would be produced in the refinery from chemfuel (2 chemfuel -> 1 kevlar).

Do you all think this is a good idea?  Or should I throw this idea out?
Title: Re: [A16][WIP] Cyberpunk
Post by: TerrorThomasCao on February 08, 2017, 09:21:29 PM
I like the idea, and it would make my colony wayyy stronger cause I have tons of chemfuel, but I think adding maybe a steel with 3 chemfuel would make 2 kevlar could work, because right now chemfuel is way too easy to get with a hay farm.
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on February 09, 2017, 02:37:55 AM
As I thought about it more, I decided to go ahead and implement. It will be available next time I update Github.

The final solution is thus:
the pawn needs crafting lvl 10
10 Chemfuel -> 5 kevlar fibers at refinery
10 kevlar fibers -> 1 kevlar at machining table

Then for example on a kevlar vest, you will need 20 kevlar + 50 other fabrics/leather
Title: Re: [A16][WIP] Cyberpunk
Post by: Dragoon on February 09, 2017, 12:40:21 PM
Cool guns and tech!
Title: Re: [A16][WIP] Cyberpunk
Post by: TerrorThomasCao on February 13, 2017, 12:55:39 AM
Is there any chance of you splitting the code into different smaller packages on release? I'd like to mess around with the implants specifically.
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on February 13, 2017, 11:59:24 PM
Quote from: TerrorThomasCao on February 13, 2017, 12:55:39 AM
Is there any chance of you splitting the code into different smaller packages on release? I'd like to mess around with the implants specifically.
I had thought about doing that.  So what you want is the implants without the equipment?
Title: Re: [A16][WIP] Cyberpunk
Post by: TerrorThomasCao on February 14, 2017, 10:20:32 AM
Yeah, that'll be cool. My game is quite overrun with weapons by now so it'll be cool if I could have the implants alone, but no problem if it causes problems. Just do what you feel like doing to release it.
Title: Re: [A16][WIP] Cyberpunk
Post by: Darque on March 07, 2017, 12:22:24 PM
A new update has been uploaded to the Cyberpunk Github. 
In this update:

Next, I will continue to work on more graphical assets for apparel, as well as finishing graphics for the new melee weapons. Possibly, I will also work on new heavy weapons.

Let me know what you guys think. :)
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Darque on April 03, 2017, 04:31:57 AM
Another new updated has been updaed to the Cyberpunk Github.

In this update:

I'm now looking to put some finishing touches to this phase of the mod as well as watching for and fixing bugs.  Please let me know if you see anything that seems wrong or off.
The next update for the mod will be the first full release. Hopefully I should be at that point in the next week or two!
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Dragoon on April 03, 2017, 07:02:26 PM
How difficult would it be for you to make a version of this without reliability?
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: The-Eroks on April 03, 2017, 08:09:49 PM
This looks pretty cool. Did you design these items yourself?
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Darque on April 04, 2017, 02:52:06 AM
Quote from: Dragoon on April 03, 2017, 07:02:26 PM
How difficult would it be for you to make a version of this without reliability?
It's not too difficult, just would take a few minutes.  I would just have to make some mass xml changes to all the guns. Does the reliability feature cause you problems?
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Darque on April 04, 2017, 02:55:34 AM
Quote from: The-Eroks on April 03, 2017, 08:09:49 PM
This looks pretty cool. Did you design these items yourself?
Thanks.  The design work all comes from the Cyberpunk 2020 RPG using resources I found in the web, such as datafortress2020.com and cyberpunk.asia; as well as the original RPG source books.
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Dragoon on April 05, 2017, 09:06:56 AM
Quote from: Darque on April 04, 2017, 02:52:06 AM
It's not too difficult, just would take a few minutes.  I would just have to make some mass xml changes to all the guns. Does the reliability feature cause you problems?

Well, I prefer vanilla, and like when weapons are added in without affecting other guns. Also when I disabled your mod it kind of broke my game. I had to reinstall and remove all mods before adding them back in.
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Darque on April 05, 2017, 03:13:39 PM
Quote from: Dragoon on April 05, 2017, 09:06:56 AMWell, I prefer vanilla, and like when weapons are added in without affecting other guns. Also when I disabled your mod it kind of broke my game. I had to reinstall and remove all mods before adding them back in.
This mod adds so many new weapons, apparel items and implants, that I think that it was probably one of those items left in the save game file that kept your save game from running without the mod.
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Dragoon on April 05, 2017, 08:35:42 PM
Quote from: Darque on April 05, 2017, 03:13:39 PM
This mod adds so many new weapons, apparel items and implants, that I think that it was probably one of those items left in the save game file that kept your save game from running without the mod.

No, you misunderstand or maybe I did not properly explain. It crashed my entire game. I could not start it up again all I was getting was a black screen. I would prefer a version without it, primarily for vanilla.
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Darque on April 11, 2017, 11:49:32 AM
After some deep thought, when I make a full release, I'll optionally have an xml-only version available as well.
I have also decided that once RW Alpha17 is released, this mod will leave WIP status and I will release v1.0 for A17.

Until then, I am continuing to work on some new apparel graphics. Specifically, I am currently working on a corp suit coat as well as a shirt & tie. I have also created new graphics for the light kevlar coat.
Other apparel items I plan on working on: Armored Jackets, Sternmeyer Cold Weather Combat Outfit, and if I can get around to it, the Militech EMA-1 "Softshell"
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Robloxsina66 on April 11, 2017, 12:37:57 PM
you should make Gas mask and radioactive Stuff incase Toxic fallout comes in land
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Darque on April 11, 2017, 01:16:12 PM
Quote from: Robloxsina66 on April 11, 2017, 12:37:57 PM
you should make Gas mask and radioactive Stuff incase Toxic fallout comes in land
Good idea.  I will add that to my ToDo list to see if I can figure out the best way to accomplish this.
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Robloxsina66 on April 11, 2017, 02:11:35 PM
alright
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Dragoon on April 12, 2017, 01:43:37 AM
Quote from: Darque on April 11, 2017, 01:16:12 PM
Quote from: Robloxsina66 on April 11, 2017, 12:37:57 PM
you should make Gas mask and radioactive Stuff incase Toxic fallout comes in land
Good idea.  I will add that to my ToDo list to see if I can figure out the best way to accomplish this.

You could look at this mod for how to do it.
http://steamcommunity.com/sharedfiles/filedetails/?id=731878767&searchtext=suit
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Darque on April 12, 2017, 12:11:32 PM
Thanks for the hint...Already had used same technique.  I was thinking of setting it to -50% for the helmet and -50% for the rest of the suit.
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Darque on April 13, 2017, 12:47:57 AM
Just finished my first satisfactory iteration of the Espoma Environmental Suit.  Thoughts?

(http://i.imgur.com/64Sj9xR.png)
Title: Re: [A16][WIP] Cyberpunk (April 3rd, 2017)
Post by: Dragoon on April 13, 2017, 09:17:35 AM
It looks good.
Title: Re: [A17][WIP] Cyberpunk (May 17th, 2017)
Post by: Darque on May 18, 2017, 12:53:00 AM
I have updated the mod repository to support the unstable A17 release.
There are also some new armors and apparel items, as well as some updated graphics.

As always, if you feel something in the mod is unbalanced, or if you find a bug, please let me know.