[A16] Combat Realism 1.6.9.4 Compatility Mods for EPOE and High Caliber
Description:First off, I am by no means talented at creating mods.
Both these mods are simply imports from [A13] builds of compatibility patches. i have simply gone through and corrected definitions, converted time variables, and ensured all data is compatible between CR, EPOE, and HC.
About the EPOE Patch...Not entirely sure if the EPOE Patch is required anymore, and the only thing i changed was the version definition in About.xml to make it run with the current version, but no errors were shown and no errors were thrown up during combat or surgeries during testing.
To original mod Authors/Maintainers.Also, if you are the original author and or maintainer of these mods previously and want me to remove them, please feel free to say so. if you want to link these or copies of these mods on your respective mod pages, feel free to do that also.
Author/Mod TeamMerix1110:Some Guy who thinks he did a thing.
eatKenny: Creator of High Caliber and the original High Caliber Combat Realism Patch.
Link to High Caliber: https://ludeon.com/forums/index.php?topic=16864.0
NoImageAvailable: Original creator of Combat Realism and also original creator of Combat Realism EPOE Patch.
Link to [A13]Combat Realism + EPOE Patch: https://ludeon.com/forums/index.php?topic=9759.0
skyarkhangel: Current Maintainer of Combat Realism Mod.
Link to [A16]Combat Realism:https://ludeon.com/forums/index.php?topic=27374.0 (https://ludeon.com/forums/index.php?topic=27374.0)
Download[A16]High Caliber Compatibility Patch:DOWNLOAD (https://www.dropbox.com/s/0kft67enhgps3ta/High%20Caliber%20%28Combat%20Realism%20Patch%29.rar?dl=0)
[A16]EPOE Compatibility Patch:DOWNLOAD (https://www.dropbox.com/s/1lm9l1mkw73k3e7/CombatRealism%20EPOE.rar?dl=0)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Always put compatibility mods after the mods they are intended for.
Example.
Combat Realism
High Caliber
High Caliber (Combat Realism Patch)
Expanded Prosthetics and Organ Engineering
Combat Realism EPOE Patch
To modpack authorsI give full consent for you all to do whatever you want with these. you may include them in your modpack.
I was waiting for it all my life. It has to be put between CR and HC? Above or under HC? Above or under CR?
Quote from: KrolCwanPL on January 16, 2017, 07:15:44 AM
I was waiting for it all my life. It has to be put between CR and HC? Above or under HC? Above or under CR?
you would put the compatibility mods below the other mods in the load order. For example...
Combat Realism
High Caliber
High Caliber (Combat Realism Patch)
Expanded Prosthetics and Organ Engineering
CombatRealism EPOE Patch
At least, this is how i am doing it.
Let me know if any errors come up as well. i tried to be fairly thorough with testing to make sure they work, but i could've easily missed something.
When I put the patch after the High caliber mod, it loads the guns, but not ammo etc for CR
I get the following message:
Mod High Caliber (Combat Realism Patch) has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.16.1393</targetVersion>
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Log:ErrorOnce(String, Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:60)
Verse.ModMetaData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:114)
Verse.ModMetaData:.ctor(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:86)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:45)
Verse.ModLister:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:29)
Verse.<>c__Iterator1EA:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:33)
Verse.<>c__Iterator1EA:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:33)
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1:.ctor(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:26)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:93)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__735() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
The mod order in the game also doesn't show the game version for the patch.
Also, three verification questions? Way to ruin a forum.
Quote from: schadavi on January 16, 2017, 07:44:58 AM
When I put the patch after the High caliber mod, it loads the guns, but not ammo etc for CR
I get the following message:
Mod High Caliber (Combat Realism Patch) has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.16.1393</targetVersion>
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Log:ErrorOnce(String, Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:60)
Verse.ModMetaData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:114)
Verse.ModMetaData:.ctor(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModMetadata.cs:86)
Verse.ModLister:RebuildModList() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:45)
Verse.ModLister:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModLister.cs:29)
Verse.<>c__Iterator1EA:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:33)
Verse.<>c__Iterator1EA:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:33)
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1:.ctor(IEnumerable`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:26)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:93)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__735() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
The mod order in the game also doesn't show the game version for the patch.
Also, three verification questions? Way to ruin a forum.
whats the game version displayed in the top left of your game window? it might be a different version if it's not the latest.(http://i.imgur.com/GRRSlT9.jpg)
I made it work by copying the contents of your patch into the relevant HC folders.
Here is my version of the game:
[attachment deleted by admin due to age]
Quote from: schadavi on January 16, 2017, 08:02:22 AM
I made it work by copying the contents of your patch into the relevant HC folders.
Here is my version of the game:
Huh... that's strange, it still shows you on the development branch of the current build.
What other mods are you running? i don't seem able to reproduce this error on my end. I am also testing this with the latest HC and CR mod versions as well, maybe you are running a previous build of one of these mods still?
Re-installing all mods did the trick, it works now.
Quote from: schadavi on January 16, 2017, 08:23:35 AM
Re-installing all mods did the trick, it works now.
Alright, glad you were able to resolve the issue, though I'm sorry I was of no help in resolving the issue.
Just found a bug, screen below.
http://imgur.com/a/f8bcJ
Quote from: KrolCwanPL on January 16, 2017, 08:55:40 AM
Just found a bug, screen below.
http://imgur.com/a/f8bcJ
Maybe i am missing the issue, what's the problem you are experiencing?
Just like on screen, recipes doesn't need anything and can't be crafted.
Quote from: KrolCwanPL on January 16, 2017, 09:24:19 AM
Just like on screen, recipes doesn't need anything and can't be crafted.
needs 80 uranium available since uranium is a small resource(4x20), did you check the right side for requirements? i just crafted it with no problem in mine.
http://i.imgur.com/FELCSdE.jpg?1 (http://i.imgur.com/FELCSdE.jpg?1)
Oh... Yea, all I had was 50. Last question, why does it need uranium? I know it's for balance, but it's... weird and not realistic, can it be changed manually? I found code in xml in files but I don't know how to delete this without destroying whole file.
Quote from: KrolCwanPL on January 16, 2017, 09:43:41 AM
Oh... Yea, all I had was 50. Last question, why does it need uranium? I know it's for balance, but it's... weird and not realistic, can it be changed manually? I found code in xml in files but I don't know how to delete this without destroying whole file.
oh, that's because it's supposed to represent depleted uranium Armor Piercing(AP) rounds. the actual definition file where that is stored is within combat realism in the directory *RimWorld\Mods\CombatRealism-1.6.9.4\Defs\RecipeDefs_Ammo\Recipes_AmmoHighCaliber.xml
look for this section.(line31-63)
<RecipeDef ParentName="AmmoRecipeBase">
<defName>MakeAmmo_50BMG_AP</defName>
<label>make .50 BMG (Sabot) cartridge x200</label>
<description>Craft 200 .50 BMG (Sabot) cartridges.</description>
<jobString>Making .50 BMG (Sabot) cartridges.</jobString>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>32</count>
</li>
<li>
<filter>
<thingDefs>
<li>Uranium</li>
</thingDefs>
</filter>
<count>4</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
<li>Uranium</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Ammo_50BMG_AP>200</Ammo_50BMG_AP>
</products>
</RecipeDef>
in this section in particular here from above...
<li>Uranium</li>
</thingDefs>
</filter>
<count>4</count>
you can change the count to a lower number to reduce the base amount of uranium that goes in.(eg. 1 for 20, 2 for 40 etc.), Change the material from Uranium to something else, Or. you could remove all references to uranium and clean up the code to remove the uranium requirement altogether.
If you are uncomfortable doing any of these, let me know and i'd be happy to change it for you and post the file.
I think it's good, but I'm not sure, could you check it? I'm sending file.
[attachment deleted by admin due to age]
Wrong file. you'll want to edit the one in *RimWorld\Mods\CombatRealism-1.6.9.4\Defs\RecipeDefs_Ammo\. and edit the file Recipes_AmmoHighCaliber.xml
refer back to my previous post if you need help.
or, use this file i just did that swaps the uranium for plasteel like you seem to have wanted. and do mind your directory you place this in.
[attachment deleted by admin due to age]
Ooops, thanks a lot.
Quote from: KrolCwanPL on January 16, 2017, 10:46:01 AM
Ooops, thanks a lot.
You're welcome. don't be afraid to ask if something else goes wrong.
Hey, thanks a lot for the update
I made some fixes
P226, Five-seven, HK45 and Glock 17 in HC have changed def name from gun_pistol_xxx_HC to gun_xxx_HC, and weapon tags
<li>BallisticShield_ValidSidearm</li> <li>MedievalShields_ValidSidearm</li> were added
[attachment deleted by admin due to age]
I didn't realize EPOE was not compatible with combat realism. I took a look at your patch. I can't really find what's so different besides the hit points for the individual body parts. Is that all?
Quote from: Adalah217 on January 18, 2017, 04:08:56 AM
I didn't realize EPOE was not compatible with combat realism. I took a look at your patch. I can't really find what's so different besides the hit points for the individual body parts. Is that all?
Yes, as long as you load EPOE later than CR.
CR makes limbs tougher and organs more fragile and easier to be hit, which EPOE overwrites and adds new body parts, that all.
This patch combines the changes.
Quote from: yithend21 on January 18, 2017, 05:02:56 AM
Quote from: Adalah217 on January 18, 2017, 04:08:56 AM
I didn't realize EPOE was not compatible with combat realism. I took a look at your patch. I can't really find what's so different besides the hit points for the individual body parts. Is that all?
Yes, as long as you load EPOE later than CR.
CR makes limbs tougher and organs more fragile and easier to be hit, which EPOE overwrites and adds new body parts, that all.
This patch combines the changes.
Ah I see. Thanks!
Mhhh, I get this error when I use your EPOE mod:
(http://i.imgur.com/m1mWLjR.png)
I removed all my mods and only Core, combat realism and EPOE are here. (mod order: core --> CR --> EPOE)
Any idea what the problem might be?
Having killjoy-class problem with beanbags. Posted the following in CR's thread, with no avail. (Yet.) Hoping to get some extra eyes on the problem by sharing here.
Quote from: NotSoSubtle on January 26, 2017, 09:42:50 AM
Quote from: Lady Wolf on January 03, 2017, 07:15:19 PM
Quote from: blaxblade on January 03, 2017, 06:58:57 PM
Please, bean bullets doesn't work; how can i fix?
I can confirm this, every time you fire a bean bag there's a error message that appears int he dev window. (When I get a chance to play again I'll list the exact error)
Quote from: Yoso on December 21, 2016, 03:28:02 AM
Super excited that CR updated so fast. What? No this isn't a poorly disguised ptw and I'm offended that you would think that.
Edit: Beanbag rounds don't do anything except throw errors on impact.
This has been noted a few times without comment. Bean bag ammo is one of the few (and the best) capture and containment methods in CR and without it raids turn into bloodbaths with no upside. Gunning down raiders is fun, but I'm getting tired of all the skilled raiders being gunned down dead before we can talk.
I've included my error text for reference. Any information on this would be appreciated.
Reattaching the error code. CR is so good at fixing the combat balance I can't find away to keep attackers alive, except by random RNG. Any suggestions on a fix or even a source of the problem would be
gladly accepted.
Re uploading the error logs as well.
[attachment deleted by admin due to age]
Quote from: Nomsayinbrah on January 27, 2017, 09:15:38 AM
Mhhh, I get this error when I use your EPOE mod:
(http://i.imgur.com/m1mWLjR.png)
I removed all my mods and only Core, combat realism and EPOE are here. (mod order: core --> CR --> EPOE)
Any idea what the problem might be?
Are you loading the compatibility patch after CR and EPOE?
Core
Combat Realism
EPOE
EPOE CR Compatibility patch
CR has been updated to 1.6.9.6.
Can I still use this patch, or do I have to wait for an updated patch before updating my CR too?
The patch appears to be creating multiple instances of certain weapons. In the crafting station I see duplicates of several weapons. It may go beyond recipes.
Hey, merix1110!
Could I post these two compatility mod on steam workshop?
I have post eatKenny's mods on workshop.
http://steamcommunity.com/sharedfiles/filedetails/?id=864412831
Quote from: Difictly on March 18, 2017, 05:37:04 AM
Hello, I might be bumping a dead post, But I've got a problem with high caliber and combat realism - Some of the guns from High Caliber aren't having stuff from Combat Realism, And they barely deal damage (http://prntscr.com/elf3ix The guy was wearing tribalwear.), Examples - AK-74M: http://prntscr.com/elf3b2 ; FN Five-Seven: http://prntscr.com/elf409 Compared to a poor short bow: http://prntscr.com/elf4lg . Is it that the compatibility mod is outdated (Compatibility for CR v1.6.9.4 and I have CR v1.6.9.8 ) or..? I could of course just increase the damage of these weapons but then still, They would have infinite ammo and basic RimWorld combat mechanics. The mods and the order I am using them in - http://prntscr.com/elf5lz . Thanks in advance.
EDIT/SOLUTION: TL;DR - Removed the duplicate weapons from normal High Caliber - Fixed. There was a duplicate of these and a few more weapons, One with Combat Realism and other one without it. Removed the weapon codes containing these weapons from normal High Caliber (RimWorld\Mods\High Caliber\Defs\ThingDefs\HC_Weapons.xml). Example of what code I deleted that included Five-Seven: <ThingDef ParentName="BaseHumanGun">
<defName>Gun_Fiveseven_HC</defName>
<label>FN Five-seven</label>
<description>The FN Five-seven, is a semi-automatic pistol designed and manufactured by Fabrique Nationale d'Armes de Guerre-Herstal (FN Herstal) in Belgium. The pistol is named for its 5.7mm (.224 in) bullet diameter. It was developed in conjunction with the FN P90 personal defense weapon and the FN 5.7×28mm cartridge.</description>
<graphicData>
<texPath>Things/Item/Equipment/Gun_Fiveseven</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractPistol</soundInteract>
<statBases>
<MarketValue>325</MarketValue>
<Mass>0.7</Mass>
<AccuracyTouch>0.94</AccuracyTouch>
<AccuracyShort>0.88</AccuracyShort>
<AccuracyMedium>0.71</AccuracyMedium>
<AccuracyLong>0.55</AccuracyLong>
<RangedWeapon_Cooldown>0.96</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>BallisticShield_ValidSidearm</li>
<li>MedievalShields_ValidSidearm</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Bullet_5dot7x28mm_HC</projectileDef>
<warmupTime>0.3</warmupTime>
<range>24</range>
<soundCast>ShotFiveseven</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
</ThingDef>
This is how it looked like in the end without Five-Seven: http://prntscr.com/elfcjh
!WARNING! - It does screw over the save files that had unmodified High Caliber mod in them. So new colony creation is required after changing the original High Caliber.
Hello, i have exactly same problem, how could i fix it? What i need to do?
Yes the community as a whole really needs a fixed CR-HC patch that removes the non-ammo duplicate weapons.
Hello, Guys, The patch had duplicate pistols (HK45/Glock/P226/Fiveseven) and missing AK-74M, I've spend a bit of time and fixed all of these, Here's the fix if anyone was having trouble with this: Dropbox (https://www.dropbox.com/s/9f13d40qerbg7d6/High%20Caliber%20%28Combat%20Realism%20Patch%29%20Fix.rar?dl=0) Just drop it in your 'Mods' folder and it should overwrite one file.
Edit: Changelog:
Fix v2
Added gun shot sounds to AK-47. (Thanks, Tanelorn. ;))
Fix v1
Removed 'Pistol_' in 'Gun_Pistol_HK45/Glock/P226/Fiveseven_HC' defName to fix the duplicate pistols.
Added missing AK-74M patch for Combat Realism.
Quote from: Difictly on March 28, 2017, 02:17:07 PM
Hello, Guys, The patch had duplicate pistols (HK45/Glock/P226/Fiveseven) and missing AK-74M, I've spend a bit of time and fixed all of these, Here's the fix if anyone was having trouble with this: https://www.dropbox.com/s/c394dvifixwlyk5/High%20Caliber%20%28Combat%20Realism%20Patch%29%20Fix.rar?dl=0 (https://www.dropbox.com/s/c394dvifixwlyk5/High%20Caliber%20%28Combat%20Realism%20Patch%29%20Fix.rar?dl=0) Just drop it in your 'Mods' folder and it should overwrite one file.
Edit: Changelog:
Removed 'Pistol_' in 'Gun_Pistol_HK45/Glock/P226/Fiveseven_HC' defName to fix the duplicate pistols.
Added missing AK-74M patch for Combat Realism.
THANK YOU. I tested it and it seems to be effective. Had some of the duplicate non CR pistols and they all seem to be functional CR pistols now.
ONE IMPORTANT THING:
Previous saves are likely incompatible. You can make them compatible again by opening them up and replacing all cases of gun_pistol_<gun name> with gun_<gun name>. I did that and it's running smoothly.
ONE LESS IMPORTANT THING:
The original patch also fuxxes up the ak-47 and it has no sound. I edited in to use the UMP sound. You may want to include that fix as well.
Hello, I am asking for permission to place your mod into a database I am working on for RimWorld mod Listings. I plan on keeping it updated with the help of some others. The post will contain the following
[Version, Title, Author, Direct Topic Link, Direct Download Link (From the topic)]
Either PM me, Or reply to this message. Thank you. :)
P.S: The Database will have its own topic once I have a decent amount in the database.
the dropbox link seems to be broken, or atleast the account associated with it has been disabled, gives a 429 error when I try to access it. Hopefully its fixed sooner rather than later
Will the links be updated? Downloads are no longer possible.
UPDATE IT TO A17 PLEASE!!
I allowed myself re-upload this compatibility mods, created by merix1110
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