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RimWorld => Releases => Mods => Outdated => Topic started by: Chicken Plucker on July 23, 2017, 01:27:04 AM

Title: [A17] The SAS Black Kit - 01/10/2017 Decluttering
Post by: Chicken Plucker on July 23, 2017, 01:27:04 AM

Last Update: All SAS items are now moved to the workbench for decluttering

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

Download link (https://drive.google.com/open?id=0B1D4mpqKiW_EV0JEaDNTam1WRGc)
   
   Mod includes:
- SAS Outfits
- SAS Weapons
- Laser sights
- Six inch blade, doesn't lose reception
   
   Does not include:
   - Scottish accent
   - British accent
   - CSGO Lines
   - John McaAleese


Outfits Only Version:
(https://i.imgur.com/up1TwaA.png)
Download link (https://drive.google.com/open?id=0B1D4mpqKiW_EOE1uVnNGZGdlYW8)

- This version is compatible for both CE and non-CE users
- Removes all the weapons
- Airstrike exclusive to vanilla, sry bois n gals
- No sneaky peeky supressed weapons and flashbang, sry chicks n chickens


I made a mod trailer for this YE BOI:
https://www.youtube.com/watch?v=kdzP1ba0qo4

Credits to:
rooki1 - Crafting table coding
Shinzy - Organization, brand new coding system.
Valve - Original SAS CS:GO Models
Andrew_Helenek - SAS Model Reference
Tynan - everything coding base
Jecrell - Old Coding
Rah - Old Coding
Mercer a.k.a. jaeger972 - Old Coding
Mark VincentII - Weapon coding
Jesus Christ - saving us from our sins
NoImageAvailable - Combat Extended artwork, coding
TRP - Colonist Body Art base
RT - Weapons inspiration
Infinity ward - Airstrike sound effects

This is my first ever mod and I am very thankful to all those who contributed greatly to my learning.

Steam Workshop links with more lively descriptions:
Original: http://steamcommunity.com/sharedfiles/filedetails/?id=1086564011
CE Version: http://steamcommunity.com/sharedfiles/filedetails/?id=1086826139

Just as I have freely taken on the work of others to make this mod, anybody is free to use this for modding purposes.

Preview images:

(https://i.imgur.com/Pt6FjBg.png)

(https://i.imgur.com/wNFTE8u.png)

(https://i.imgur.com/iXtZ73C.png)

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

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

(https://i.imgur.com/3vzJ7MO.png)

(https://i.imgur.com/1fMaXjN.png)

(https://i.imgur.com/5gUQ8cP.png)

(https://i.imgur.com/5jhIbhS.png)
Title: Re: [A17] The SAS Black Kit - Counter Terrorism Armour A17.1557
Post by: rambo on July 23, 2017, 05:49:43 AM
loved the trailer!
Title: Re: [A17] The SAS Black Kit - Counter Terrorism Armour A17.1557
Post by: skullywag on July 24, 2017, 03:26:45 AM
errrr, I didnt make CE, i just upload it to steam on behalf of NoImageAvailable. Thanks though!

[attachment deleted by admin due to age]
Title: Re: [A17] The SAS Black Kit - Counter Terrorism Armour A17.1557
Post by: Chicken Plucker on July 24, 2017, 05:10:51 AM
Quote from: rambo on July 23, 2017, 05:49:43 AM
loved the trailer!

Thank you, it took 7 years to make

Quote from: skullywag on July 24, 2017, 03:26:45 AM
errrr, I didnt make CE, i just upload it to steam on behalf of NoImageAvailable. Thanks though!

Oh no, I have been telling the entire world that you made it! I will have to update all the descriptions
Title: Re: [A17] The SAS Black Kit - Counter Terrorism Armour A17.1557
Post by: rambo on July 24, 2017, 07:04:56 AM
why did you remove the mp5 in the CE version
Title: Re: [A17] The SAS Black Kit - Counter Terrorism Armour A17.1557
Post by: Chicken Plucker on July 24, 2017, 02:46:14 PM
Quote from: rambo on July 24, 2017, 07:04:56 AM
why did you remove the mp5 in the CE version

Combat Extended is a mod that overhauls all the Vanilla weapons to use ammunition and have different range and damage, the weapons I add are only vanilla standards and aren't coded to work with Combat Extended's ammo system and etc, you will end up getting sniped with a pistol if I were to keep the MP5 since it just wouldn't work like the rest of the compatible weapons.

Also, updated the mod!
Title: Re: [A17] The SAS Black Kit - Counter Terrorism Armour A17.1
Post by: Chicken Plucker on July 24, 2017, 07:30:39 PM
Just did a quick patch, I messed up and left the SMG5 and SMG5-A3 accuracy for touch range as 10% which is inappropriate for a Sub machine gun, this is now fixed
Title: Re: [A17] The SAS Black Kit - Counter Terrorism Armour A17.1
Post by: Chicken Plucker on July 25, 2017, 08:03:09 PM
Closing down this thread along with my other mod, anybody who has this mod installed, I will make ONE thread that has all my mods since I'm running around steam workshop and Ludeon to update everything and it will be more convenient for me to have one thread that has all my mods.

Changed my mind, for the sake of convenience and avoiding confusion for the mod users due to having a thread under one unified name, I will keep every mod in separate threads.
Title: Re: [A17] The SAS Black Kit - Counter Terrorism Armour A17.1
Post by: Chicken Plucker on July 27, 2017, 12:17:27 AM
Updated the mod, links are up and so are the details!
Title: Re: [A17] The SAS Black Kit - Last updated 30/07/2017
Post by: Chicken Plucker on July 30, 2017, 12:15:04 AM
Updated the mod, this one was a big one. Will do the other kits soon!

Special thanks to Shinzy for making this possible
Title: Re: [A17] The SAS Black Kit - Last updated 31/07/2017
Post by: Chicken Plucker on July 31, 2017, 12:12:39 AM
Updated again! Posting the spetsnaz update in a few minutes

oonmanned droons
Title: Re: [A17] The SAS Black Kit - Spec Ops Gear - Last updated 01/08/2017
Post by: Chicken Plucker on July 31, 2017, 11:05:51 PM
fixed uncraftable outfit issue
Title: Re: [A17] The SAS Black Kit - Spec Ops Gear - Last updated 01/08/2017
Post by: rambo on August 01, 2017, 05:17:20 PM
does the call in airstrike work in CE
Title: Re: [A17] The SAS Black Kit - Spec Ops Gear - Last updated 01/08/2017
Post by: Chicken Plucker on August 01, 2017, 06:05:38 PM
Quote from: rambo on August 01, 2017, 05:17:20 PM
does the call in airstrike work in CE

Hey bro sorry but there are no weapons in CE, they cause errors cause I don't know how the CE weapons work.

So CE version has no airstrike

Updated mod, fixed uncraftable airstrike
Title: Re: [A17] The SAS Black Kit - 02/08/2017 Sneaky peeky update
Post by: Chicken Plucker on August 02, 2017, 01:22:03 PM
new updoot
Title: Re: [A17] The SAS Black Kit - Spec Ops Gear - Last updated 01/08/2017
Post by: rambo on August 02, 2017, 03:01:09 PM
Quote from: ChickenForcer on August 01, 2017, 06:05:38 PM
Hey bro sorry but there are no weapons in CE, they cause errors cause I don't know how the CE weapons work.
take a look at this then https://github.com/NoImageAvailable/CombatExtended/wiki/Making-gun-mods-CE-compatible (https://github.com/NoImageAvailable/CombatExtended/wiki/Making-gun-mods-CE-compatible)
Title: Re: [A17] The SAS Black Kit - Spec Ops Gear - Last updated 01/08/2017
Post by: Chicken Plucker on August 02, 2017, 07:47:24 PM
Quote from: rambo on August 02, 2017, 03:01:09 PM
Quote from: ChickenForcer on August 01, 2017, 06:05:38 PM
Hey bro sorry but there are no weapons in CE, they cause errors cause I don't know how the CE weapons work.
take a look at this then https://github.com/NoImageAvailable/CombatExtended/wiki/Making-gun-mods-CE-compatible (https://github.com/NoImageAvailable/CombatExtended/wiki/Making-gun-mods-CE-compatible)

As fun as it would be making Combat Extended weapons, I'm spending enough hours updating my vanilla mods.


Edit: Updated
Title: Re: [A17] The SAS Black Kit - 03/08/2017 Fixes
Post by: kaptain_kavern on August 02, 2017, 08:55:58 PM
Have some sleep sometimes, Chickengropper

Even modders do, sometimes, ya know :-P
Title: Re: [A17] The SAS Black Kit - 03/08/2017 Fixes
Post by: Chicken Plucker on August 02, 2017, 09:00:10 PM
Quote from: kaptain_kavern on August 02, 2017, 08:55:58 PM
Have some sleep sometimes, Chickengropper

Even modders do, sometimes, ya know :-P

I remember having good sleeps before I learned how to mod for Rimworld kap, it's always one patch away till you can leave the mod alone forever  :'( :'(
Title: Re: [A17] The SAS Black Kit - 03/08/2017 Fixes
Post by: kaptain_kavern on August 03, 2017, 12:00:03 AM
Haha! ... I feel you :-s so true

I can't remember the last time I just ... played the game, you know? Without "dev mode" ... Without spreadsheets, gimp/Photoshop and 3 screens of walls-of-code on my secondary monitors ... Nah I'm joking, I'm loving it ;-p just wish I could draw though ^^

But seriously, grab some chicken and go to bed ;-) it's an order o7
Title: Re: [A17] The SAS Black Kit - 03/08/2017 Fixes
Post by: Chicken Plucker on August 03, 2017, 05:50:54 PM
Quote from: kaptain_kavern on August 03, 2017, 12:00:03 AM
Haha! ... I feel you :-s so true

I can't remember the last time I just ... played the game, you know? Without "dev mode" ... Without spreadsheets, gimp/Photoshop and 3 screens of walls-of-code on my secondary monitors ... Nah I'm joking, I'm loving it ;-p just wish I could draw though ^^

But seriously, grab some chicken and go to bed ;-) it's an order o7

I fell asleep before I read that, oh dear Kap your situation sounds a lot worse than mine since your mods are a lot bigger and more complicated


Updated the mod
Title: Re: [A17] The SAS Black Kit - 05/08/2017 Real gun names, work to make balancing
Post by: Chicken Plucker on August 05, 2017, 08:53:26 AM
updated, fixed gun names to be less ugly, they are now real names. Also crafting is now fixed since the MP5 took longer to craft than power armor and an assault rifle combined
Title: Re: [A17] The SAS Black Kit - Spec Ops Gear - Last updated 01/08/2017
Post by: rambo on August 05, 2017, 09:58:06 PM
Quote from: ChickenForcer on August 02, 2017, 07:47:24 PM
Quote from: rambo on August 02, 2017, 03:01:09 PM
Quote from: ChickenForcer on August 01, 2017, 06:05:38 PM
Hey bro sorry but there are no weapons in CE, they cause errors cause I don't know how the CE weapons work.
take a look at this then https://github.com/NoImageAvailable/CombatExtended/wiki/Making-gun-mods-CE-compatible (https://github.com/NoImageAvailable/CombatExtended/wiki/Making-gun-mods-CE-compatible)

As fun as it would be making Combat Extended weapons, I'm spending enough hours updating my vanilla mods.


Edit: Updated
is anyone else who knows coding that can do this
Title: Re: [A17] The SAS Black Kit - 06/08/2017 Armorer Table update
Post by: Chicken Plucker on August 06, 2017, 03:19:10 PM
updated

Armorer Table added, Machining table is no longer messy
Title: Re: [A17] The SAS Black Kit - 06/08/2017 Armorer Table update
Post by: SpaceDorf on August 06, 2017, 03:26:09 PM
awesome new logo :)

I see some faction warfare in the future :)
Title: Re: [A17] The SAS Black Kit - 06/08/2017 Armorer Table update
Post by: Chicken Plucker on August 06, 2017, 03:31:34 PM
Quote from: SpaceDorf on August 06, 2017, 03:26:09 PM
awesome new logo :)

I see some faction warfare in the future :)

You caught me red handed, I have been working on a faction mod these past few days, just finishing it up while tidying these other mods
Title: Re: [A17] The SAS Black Kit - 06/08/2017 Armorer Table update
Post by: SpaceDorf on August 06, 2017, 03:58:41 PM
Kaptain predicted it before me .. and I did not bet against him.
Actually I envy how productive you are at the moment .. and still doing the small steps in publishing, getting your stuff together :)

Keep up the great work, but also take care that you don't burn yourself out to fast .. make time for intensive play-testing :)

you allready did cooking, items and production. then there are  factions and faction traders.
after that incidents, medicine and implants and bodydefs from there .. which would include animals ..

so at the end of the week you need to learn c# if you want to do more.  ;D


by the way, did I tell you that I blew up half my base with this damn airstrike while trying to defend my base from 150 manhunting minions ?
Title: Re: [A17] The SAS Black Kit - 06/08/2017 Armorer Table update
Post by: Chicken Plucker on August 06, 2017, 04:21:32 PM
Quote from: SpaceDorf on August 06, 2017, 03:58:41 PM
Kaptain predicted it before me .. and I did not bet against him.
Actually I envy how productive you are at the moment .. and still doing the small steps in publishing, getting your stuff together :)

Keep up the great work, but also take care that you don't burn yourself out to fast .. make time for intensive play-testing :)

you allready did cooking, items and production. then there are  factions and faction traders.
after that incidents, medicine and implants and bodydefs from there .. which would include animals ..

so at the end of the week you need to learn c# if you want to do more.  ;D


by the way, did I tell you that I blew up half my base with this damn airstrike while trying to defend my base from 150 manhunting minions ?

Ouch, you haven't told me and I actually buffed the airstrike slightly

The airstrike is actually just a modded doomsday launcher with fancy sound effects, so if things get in the way people could get blown up!

Also, in about 3 days I have to go away for a long time so I'm having all the fun I can modding because after that I won't be able to update anything or make anymore stuff for a bit. C# is gonna have to be in the future  :(
Title: Re: [A17] The SAS Black Kit - 07/08/2017 New outfits, big helmets fix
Post by: Chicken Plucker on August 07, 2017, 07:31:55 PM
new outfits, winter coat and some cosmetic fixes
Title: Re: [A17] The SAS Black Kit - 07/08/2017 New outfits, big helmets fix
Post by: generalnutsax on August 08, 2017, 06:54:08 PM
I think you have the Insulation_Cold setting wrong. I think it needs to be negative. Suddenly after the update my pawns are getting hypothermia when its 56 degrees F outside
Title: Re: [A17] The SAS Black Kit - 07/08/2017 New outfits, big helmets fix
Post by: Chicken Plucker on August 08, 2017, 08:41:14 PM
Quote from: generalnutsax on August 08, 2017, 06:54:08 PM
I think you have the Insulation_Cold setting wrong. I think it needs to be negative. Suddenly after the update my pawns are getting hypothermia when its 56 degrees F outside

Give me around 10 minutes and I'll upload a fix for this and the rest of the other kit
Title: Re: [A17] The SAS Black Kit - 08/08/2017 Balancing, temp problem fix
Post by: Chicken Plucker on August 08, 2017, 08:50:53 PM
Updated, off to the other kits
Title: Re: [A17] The SAS Black Kit - 18/09/2017 Fixed missing hood
Post by: Chicken Plucker on September 20, 2017, 03:50:12 AM
(https://i.imgur.com/EEbsZCa.png) (https://i.imgur.com/vHiu10a.png) (https://i.imgur.com/cCigo2E.png)


I will be updating this mod soon with new textures for most things because I hate almost all of them and I am a new chicken that still hasn't drawn SpaceDorf's avatar fishbowl yet.

Bwuk bwukaw.

- Chieken
Title: Re: [A17] The SAS Black Kit - 21/09/2017 Textures Overhaul
Post by: Chicken Plucker on September 21, 2017, 06:39:00 PM
UPDATED: I can finally spend time doing the work I offered people now, though I have some cleaning to do tommorrow in the house, rip riposte ripperooni
Title: Re: [A17] The SAS Black Kit - 21/09/2017 Textures Overhaul x2 Hotfix
Post by: Chicken Plucker on September 21, 2017, 07:02:30 PM
Sorry to anybody who just installed, I just re-updated with a hotfix for an error caused by the harness. sry meng
Title: Re: [A17] The SAS Black Kit - 25/09/2017 New weapon textures, L96A1 supressed.
Post by: Chicken Plucker on September 24, 2017, 10:55:13 PM
Updated weapon textures, C8 carbine now has a scope and a proper stock for more range. "SAS FS Dagger" is now labelled as "Fairbairn Skyes" for use by the Royal Marines in an upcoming faction mod.
Title: Re: [A17] The SAS Black Kit - 29/09/2017 Stat tweaks
Post by: Chicken Plucker on September 29, 2017, 03:26:52 AM
Updated, sneaky tweaky, will fix Spetsnaz textures soon as well, then we can have a big ol' faction party with all the bad guys while I do college and stuff
Title: Re: [A17] The SAS Black Kit - 01/10/2017 Decluttering
Post by: Chicken Plucker on October 01, 2017, 01:12:02 AM
Updated, all SAS items are moved to its own workbench