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RimWorld => Mods => Releases => Topic started by: Roolo on January 17, 2019, 04:20:07 PM

Title: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 17, 2019, 04:20:07 PM

(https://i.imgur.com/IJfFeXO.png?2)

Description
Pistols are boring? Not when you dual wield them like Lara Croft!
This mod allows your colonists to dual wield any weapon you allow in the mod options, including weapons added by other mods.
Dual wielding does come with accuracy and firing rate penalties which are affected by the shooting/melee level of the pawns.

Maybe it's better explained by a Chicken Plucker creation:
(https://i.imgur.com/A4Rowhd.gif)


Features
- Dual wielding support for any weapon, including modded ones. What weapons can be dual wielded can be configured completely in the mod settings.
- Weapons are dual-wieldable, two-handed or normal.
    - Dual-wieldable weapons can be placed in either hand.
    - Two-handed weapons prevent dual-wieldable weapons to be used alongside them.
    - Normal weapons can have a dual-wieldable weapon alongside it, but isn't a dual-wieldable weapon by itself.
    - Which weapon falls in each category can be configured in the mod settings.
- NPCs/enemies can also dual wield! The chance they do can be configured in the mod settings.
- Dual wielding comes with both a cooldown penalty, and an accuracy penalty. Pawn melee/shooting skills lower these penalties. Like anything, these penalties are configurable in the mod settings.
- How each weapon is drawn in dual wielding stance is also configurable in the mod settings. 

Download

-->Download on Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1628211313)
-->Download on GitHub (https://github.com/rheirman/DualWield/releases)
Also make sure to install Hugslib (https://ludeon.com/forums/index.php?topic=28066.0), and place Hugslib above Dual Wield in the load order

Important notes
- Make sure to take a look at the mod settings. This mod is very configurable, and if you don't like something, you can likely tweak it.
- Also make sure RunAndGun and Giddy-up! Core are updated to their latest version, if you use any of those mods.
- Don't forget to install hugslib!
- Please report any issues you're having with this mod by clearly explaining what happens, and please, please add a Hugslib log by pressing ctrl+f12 and placing the link you'll get on this forum. A report with a log is 100x more valuable.

Compatibility
- Works fine with existing saves.
- not compatible with Combat Extended. I've looked into CE compatibility, but it's just not feasible.
- Should work fine with other mods (even with simple sidearms). Though please report any issues you find.

Permissions
Feel free to add the mods to modpacks or to use parts of the code or icons for other projects, though please credit me. Do however not release exact copies of my project, or exact copies with minor adjustments without my consent.

Credits
- Chicken Plucker for creating the amazing preview art and GIF. Thanks a lot!
- Pardeike a.k.a. Brainzz for creating Harmony.
- UnlimitedHugs for creating Hugslib.

Contributing
- Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can contact me by sending a friend request.

If you really like my mods, please consider buying me a coffee. It would mean a lot to me!
(https://i.imgur.com/6F80CHF.png) (https://ko-fi.com/I2I75ZMH)

Title: Re: [1.0] Dual Wield - true dual wielding for any weapon (you allow)
Post by: Kori on January 17, 2019, 06:01:04 PM
That's another awesome mod by Roolo.  :o
I didn't know I need this until now! I hope there won't be any trouble with simple sidearms and CE.
Title: Re: [1.0] Dual Wield - true dual wielding for any weapon (you allow)
Post by: NatsuDragneell on January 17, 2019, 06:13:37 PM
Quote- Should work fine with other mods (even with simple sidearms).
(https://i.kym-cdn.com/photos/images/facebook/001/446/838/eb8.jpg)
Title: Re: [1.0] Dual Wield - true dual wielding for any weapon (you allow)
Post by: Kori on January 17, 2019, 06:25:41 PM
I read this, that's why I said "simple sidearms and CE" because as far as I know simple sidearms adapts some of its mechanics to CE when both mods are active and CE needs to handle ammunition when both guns are using different calibers.
Also Roolo said
QuoteShould work fine... Though please report any issues you find.
and I hope there is nothing to find.
Title: Re: [1.0] Dual Wield - true dual wielding for any weapon (you allow)
Post by: Roolo on January 18, 2019, 02:18:41 AM
Oh yeah, Combat Extended, didn't think about that when I wrote that down, CE will likely have some compatibility problems. I'll take a look at compatibility when CE releases officially.  All other mods should work fine.

I'll update the notes for now.
Title: Re: [1.0] Dual Wield - true dual wielding for any weapon (you allow)
Post by: Kirby23590 on January 18, 2019, 02:25:03 AM
Does that mean i could make someone dual wield assault rifles like Salvador the Gunzerker, or even more ridiculous, dual miniguns or dual bolt-action rifles? ;D

Another great excellent mod made by Roolo!

I'll test out Simple Sidearms if it works fine and is compatible to this mod... ;)
Title: Re: [1.0] Dual Wield - true dual wielding for any weapon (you allow)
Post by: Roolo on January 18, 2019, 02:51:03 AM
Quote from: Kirby23590 on January 18, 2019, 02:25:03 AM
Does that mean i could make someone dual wield assault rifles like Salvador the Gunzerker, or even more ridiculous, dual miniguns or dual bolt-action rifles? ;D

Another great excellent mod made by Roolo!

I'll test out Simple Sidearms if it works fine and is compatible to this mod... ;)

Yes, certainly. You can make it as crazy as you want in the mod settings! Also think about dual wield snipers or greatbows. How would that even work XD. Luckily, in modded Rimworld everything is possible. Don't worry though,  the defauls are pretty conservative.
Title: Re: [1.0] Dual Wield - true dual wielding for any weapon (you allow)
Post by: Madman666 on January 18, 2019, 03:02:10 AM
Congrats on the release Roolo! I quite enjoyed testing it. This ll be heaps of fun. Sorry for lack of feedback, i got a bit too engrossed in it.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 18, 2019, 08:21:03 AM
Thanks!

Important note. I totally forgot that I made changes to RunAndGun and Giddy-up for better compatibility with this mod. I just released those changes, so make sure to update both RunAndGun and Giddy-up! (if you use those mods).  If you use Steam, you should get them automatically.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 18, 2019, 12:10:14 PM
I released the mod on Steam now as well.

Also, I released as small update:
v1.0.1
- Ensured the default settings for custom weapon rotations are set properly when new weapon-adding mods are added.
- Added Preview image for in the mod page.

This update may prevent errors when installing new weapons mods in games where you have Dual Wield running, so while it's not a high priority thing, it's not a bad idea to download it.
Title: Re: [1.0] Dual Wield - true dual wielding for any weapon (you allow)
Post by: Kori on January 18, 2019, 12:12:47 PM
Quote from: Roolo on January 18, 2019, 02:18:41 AM
Oh yeah, Combat Extended, didn't think about that when I wrote that down, CE will likely have some compatibility problems. I'll take a look at compatibility when CE releases officially.

Thank you!
Combat Extended 1.0 is beta now.
https://ludeon.com/forums/index.php?topic=33461.msg451357#msg451357
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: 2.71828 on January 18, 2019, 07:16:13 PM
Firstly, I just had a pirate raid, all of them carried some kind of grenade, molotov, etc., and a lot of them dual-wielded their grenades... That was both terrifying and hilarious at the same time.

I got the following two (kinds of) exception(s) though, that seem to be related to this mod:

Exception filling tab RimWorld.ITab_Bills: System.NullReferenceException: Object reference not set to an instance of an object
at DualWield.Harmony.VerbProperties_AdjustedCooldown.Postfix (Verse.VerbProperties,Verse.Thing,Verse.Pawn,single&) <0x00033>
at (wrapper dynamic-method) Verse.VerbProperties.AdjustedCooldown_Patch1 (object,Verse.Tool,Verse.Pawn,Verse.Thing) <0x000fd>
at RimWorld.StatWorker_MeleeAverageDPS/<GetValueUnfinalized>c__AnonStorey0.<>m__3 (Verse.VerbUtility/VerbPropertiesWithSource) <0x0003b>
at Verse.GenCollection.AverageWeighted<Verse.VerbUtility/VerbPropertiesWithSource> (System.Collections.Generic.IEnumerable`1<Verse.VerbUtility/VerbPropertiesWithSource>,System.Func`2<Verse.VerbUtility/VerbPropertiesWithSource, single>,System.Func`2<Verse.VerbUtility/VerbPropertiesWithSource, single>) <0x0010a>
at RimWorld.StatWorker_MeleeAverageDPS.GetValueUnfinalized (RimWorld.StatRequest,bool) <0x00322>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x0012d>
at RimWorld.StatWorker.GetValueAbstract (Verse.BuildableDef,Verse.ThingDef) <0x0006d>
at RimWorld.StatExtension.GetStatValueAbstract (Verse.BuildableDef,RimWorld.StatDef,Verse.ThingDef) <0x00045>
at DubsMintMenus.Mint_StatsReportUtility/<StatsToDraw>d__8.MoveNext () <0x00361>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<RimWorld.StatDrawEntry>.MoveNext () <0x00191>
at System.Collections.Generic.List`1<RimWorld.StatDrawEntry>.AddEnumerable (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>) <0x000ab>
at System.Collections.Generic.List`1<RimWorld.StatDrawEntry>.AddRange (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>) <0x00084>
at DubsMintMenus.Mint_StatsReportUtility.DrawStatsReport (UnityEngine.Rect,Verse.RecipeDef) <0x0027d>
at DubsMintMenus.Patch_BillStack_DoListing.Prefix (UnityEngine.Rect&,RimWorld.Bill&) <0x012f9>
at (wrapper dynamic-method) RimWorld.BillStack.DoListing_Patch3 (object,UnityEngine.Rect,System.Func`1<System.Collections.Generic.List`1<Verse.FloatMenuOption>>,UnityEngine.Vector2&,single&) <0x000b7>
at (wrapper dynamic-method) RimWorld.ITab_Bills.FillTab_Patch1 (object) <0x00902>
at Verse.InspectTabBase/<DoTabGUI>c__AnonStorey0.<>m__0 () <0x000d2>


and

Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
at DualWield.Harmony.VerbProperties_AdjustedCooldown.Postfix (Verse.VerbProperties,Verse.Thing,Verse.Pawn,single&) <0x00033>
at (wrapper dynamic-method) Verse.VerbProperties.AdjustedCooldown_Patch1 (object,Verse.Tool,Verse.Pawn,Verse.Thing) <0x000fd>
at RimWorld.StatWorker_MeleeAverageDPS/<GetValueUnfinalized>c__AnonStorey0.<>m__3 (Verse.VerbUtility/VerbPropertiesWithSource) <0x0003b>
at Verse.GenCollection.AverageWeighted<Verse.VerbUtility/VerbPropertiesWithSource> (System.Collections.Generic.IEnumerable`1<Verse.VerbUtility/VerbPropertiesWithSource>,System.Func`2<Verse.VerbUtility/VerbPropertiesWithSource, single>,System.Func`2<Verse.VerbUtility/VerbPropertiesWithSource, single>) <0x0010a>
at RimWorld.StatWorker_MeleeAverageDPS.GetValueUnfinalized (RimWorld.StatRequest,bool) <0x00322>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x0012d>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00060>
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch1 (Verse.Thing,RimWorld.StatDef,bool) <0x00067>
at RimWorld.StatsReportUtility/<StatsToDraw>c__Iterator1.MoveNext () <0x00361>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<RimWorld.StatDrawEntry>.MoveNext () <0x00191>
at System.Collections.Generic.List`1<RimWorld.StatDrawEntry>.AddEnumerable (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>) <0x000ab>
at System.Collections.Generic.List`1<RimWorld.StatDrawEntry>.AddRange (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>) <0x00084>
at RimWorld.StatsReportUtility.DrawStatsReport (UnityEngine.Rect,Verse.Thing) <0x00178>
at Verse.Dialog_InfoCard.FillCard (UnityEngine.Rect) <0x000e3>
at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect) <0x0079b>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x006a5>


Are these log entries already useful to you? I didn't actually notice any actual problems, to be honest, but I thought I'd report the errors nonetheless.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Madman666 on January 19, 2019, 01:28:12 AM
Terrifying and hilarious is the right word for it lol! I just gotta try dual-wielding grenades xD
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Naji on January 19, 2019, 07:15:01 AM
You add that only pawns with melee above a certain level could wield two melee weapons, and the same for shooting two. You could also add a manipulation limit too.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Madman666 on January 19, 2019, 07:24:00 AM
Quote from: Naji on January 19, 2019, 07:15:01 AM
You add that only pawns with melee above a certain level could wield two melee weapons, and the same for shooting two. You could also add a manipulation limit too.

Agreed for melee skill treshold, definitely. Manipulation limit sounds fair, but its also ain't really plausible to add without being major annoyance. I mean any guy that goes full melee WILL get injured. And that potentially will lead to weapons being dropped left and right, after getting a bruise or two to the hand\spine\arm\shoulder. Unless those weapons will get dropped to person's inventory slot instead of on the ground. Still annoying though.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 19, 2019, 09:23:13 AM
Quote from: Madman666 on January 19, 2019, 07:24:00 AM
Quote from: Naji on January 19, 2019, 07:15:01 AM
You add that only pawns with melee above a certain level could wield two melee weapons, and the same for shooting two. You could also add a manipulation limit too.

Agreed for melee skill treshold, definitely. Manipulation limit sounds fair, but its also ain't really plausible to add without being major annoyance. I mean any guy that goes full melee WILL get injured. And that potentially will lead to weapons being dropped left and right, after getting a bruise or two to the hand\spine\arm\shoulder. Unless those weapons will get dropped to person's inventory slot instead of on the ground. Still annoying though.

There aren't any hard minimum levels, but dual wielding is (depending on the weapon) not worth it at very low levels due to the high accuracy and cooldown penalty. In my opinion, this is closer to real life. Give me two weapons, and I'll be able to wield them both at the same time, but I won't use them effectively at al, because I'm not a person that smashes or shoots other people at a regular basis (in fact, never at all :)). You can always increase the penalties in the settings if you don't think they are severe enough. I won't include a manipulation limit because it would give more annoyance than joy, but there is at least the requirement that pawns need both hands and arms to be able to dual wield.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Madman666 on January 19, 2019, 01:56:40 PM
It would be pretty hilarious if you could actually give yourself injuries if you re a newbie trying to dual wield say longswords xD I'd definitely chopped something critically important off if i tried waving two swords around without trainin :P
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 21, 2019, 08:49:11 AM
Update:
v1.0.3
- Updated to new version system.
- Fixed compatibility problem with Alpha animals and other mods that add ranged abilities to animals.
- Pawns now also use their off-hand weapon while hunting.
- Added compatibility with mods that add weapons with def names that cannot be saved as xml tag (for instance Dead Goats weapon pack). (those mods used to break the mod settings).
- Fixed issue causing pawns to not use their off-hand weapon optimally when auto-attacking.
- Fixed issue with info window when using this mod with Simple Sidearms.
- Facial stuff compatibility!
- Added new drawing option which can be used to set if dual wield weapons are drawn mirorred or not (by default they are).
- Added drawing option for vertical drawing offset.
- Added traditional Chinese translations (by Shiuanyue).
- Added simplified Chinese translations (by LingLuo).
- Added Japanese translations (by Proxyer).
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Madman666 on January 21, 2019, 09:58:09 AM
Aaaaawesome. I dread how much time it ll take for me to set all stuff up to look super nice, but still its darn nice.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: temple_wing on January 22, 2019, 02:42:45 AM
Appears when I open an Inspect window of an axe of Survival Tools.



Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
at DualWield.Harmony.VerbProperties_AdjustedCooldown.Postfix (Verse.VerbProperties,Verse.Thing,Verse.Pawn,single&) <0x00025>
at (wrapper dynamic-method) Verse.VerbProperties.AdjustedCooldown_Patch1 (object,Verse.Tool,Verse.Pawn,Verse.Thing) <0x00105>
at RimWorld.StatWorker_MeleeAverageDPS/<GetValueUnfinalized>c__AnonStorey0.<>m__3 (Verse.VerbUtility/VerbPropertiesWithSource) <0x0003e>
at Verse.GenCollection.AverageWeighted<Verse.VerbUtility/VerbPropertiesWithSource> (System.Collections.Generic.IEnumerable`1<Verse.VerbUtility/VerbPropertiesWithSource>,System.Func`2<Verse.VerbUtility/VerbPropertiesWithSource, single>,System.Func`2<Verse.VerbUtility/VerbPropertiesWithSource, single>) <0x00128>
at RimWorld.StatWorker_MeleeAverageDPS.GetValueUnfinalized (RimWorld.StatRequest,bool) <0x00375>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x0014a>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00070>
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch1 (Verse.Thing,RimWorld.StatDef,bool) <0x00066>
at RimWorld.StatsReportUtility/<StatsToDraw>c__Iterator1.MoveNext () <0x00393>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<RimWorld.StatDrawEntry>.MoveNext () <0x001c5>
at System.Collections.Generic.List`1<RimWorld.StatDrawEntry>.AddEnumerable (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>) <0x000d7>
at System.Collections.Generic.List`1<RimWorld.StatDrawEntry>.AddRange (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>) <0x000a1>
at RimWorld.StatsReportUtility.DrawStatsReport (UnityEngine.Rect,Verse.Thing) <0x0018f>
at Verse.Dialog_InfoCard.FillCard (UnityEngine.Rect) <0x000d3>
at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect) <0x00869>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>

Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)



--------------------------------------------------------------------------------
Appears when I'm hit by an ikwa.



Exception in JobDriver tick for pawn Red driver=JobDriver_AttackMelee (toilIndex=2) driver.job=(AttackMelee (Job_28105) A=Thing_Human1764) lastJobGiver=RimWorld.JobGiver_AIFightEnemies
System.NullReferenceException: Object reference not set to an instance of an object
at DualWield.Harmony.VerbProperties_AdjustedCooldown.Postfix (Verse.VerbProperties,Verse.Thing,Verse.Pawn,single&) <0x00025>
at (wrapper dynamic-method) Verse.VerbProperties.AdjustedCooldown_Patch1 (object,Verse.Tool,Verse.Pawn,Verse.Thing) <0x00105>
at RimWorld.StatWorker_MeleeAverageDPS/<GetValueUnfinalized>c__AnonStorey0.<>m__3 (Verse.VerbUtility/VerbPropertiesWithSource) <0x0003e>
at Verse.GenCollection.AverageWeighted<Verse.VerbUtility/VerbPropertiesWithSource> (System.Collections.Generic.IEnumerable`1<Verse.VerbUtility/VerbPropertiesWithSource>,System.Func`2<Verse.VerbUtility/VerbPropertiesWithSource, single>,System.Func`2<Verse.VerbUtility/VerbPropertiesWithSource, single>) <0x00128>
at RimWorld.StatWorker_MeleeAverageDPS.GetValueUnfinalized (RimWorld.StatRequest,bool) <0x00375>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x0014a>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00070>
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch1 (Verse.Thing,RimWorld.StatDef,bool) <0x00066>
at SimpleSidearms.utilities.StatCalculator.MeleeDPS (Verse.Pawn,Verse.ThingWithComps,single,Verse.Pawn) <0x000c1>
at SimpleSidearms.utilities.GettersFilters.findBestMeleeWeapon (Verse.Pawn,bool,Verse.Pawn) <0x0028b>
at SimpleSidearms.utilities.WeaponAssingment.tryMeleeWeaponSwap (Verse.Pawn,bool,bool,bool,Verse.Pawn) <0x000e2>
at SimpleSidearms.utilities.WeaponAssingment.tryCQCWeaponSwapToMelee (Verse.Pawn,Verse.Pawn) <0x001fc>
at SimpleSidearms.utilities.WeaponAssingment.doCQC (Verse.Pawn,Verse.Pawn) <0x00318>
at SimpleSidearms.intercepts.Verb_MeleeAttack_TryCastShot_PostFix.TryCastShot (RimWorld.Verb_MeleeAttack) <0x002b1>
at (wrapper dynamic-method) CombatExtended.Verb_MeleeAttackCE.TryCastShot_Patch1 (object) <0x015a6>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at (wrapper dynamic-method) Verse.Verb.TryStartCastOn_Patch1 (object,Verse.LocalTargetInfo,bool,bool) <0x00528>
at (wrapper dynamic-method) RimWorld.Pawn_MeleeVerbs.TryMeleeAttack_Patch1 (object,Verse.Thing,Verse.Verb,bool) <0x002d6>
at Verse.AI.JobDriver_AttackMelee/<MakeNewToils>c__Iterator0.<>m__1 () <0x00085>
at Verse.AI.Toils_Combat/<FollowAndMeleeAttack>c__AnonStorey3.<>m__0 () <0x00340>
at Verse.AI.JobDriver.DriverTick () <0x004a8>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()




-----------------------------------------------------------------------
Those 2 bugs is for 1.0.2.
I'll try 1.0.3 when I next time play RW.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 22, 2019, 03:49:51 AM
Quote from: temple_wing on January 22, 2019, 02:42:45 AM
[...]
Those 2 bugs is for 1.0.2.
I'll try 1.0.3 when I next time play RW.

1.0.3 addresses both those issues.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: HSneak on January 22, 2019, 05:37:30 AM
Dunno if this has already been reported regarding compatibility with Simple Sidearms, but whenever a pawn dual-wielding switches to a "sidearm" (as in "Equip as sidearm"), one of the two dual wielded weapons disappears completely (not on ground or in the pawn inventory). I've tried your mod loaded before and after Simple Sidearms, the bug still persists.

However though, I have a gigantic list of loaded mods, so don't bother if this happens only to me (474 loaded mods so far, madness yeah :D ). I can lock pawns to use only the dual wielding weapons.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 22, 2019, 05:44:23 AM
Quote from: HSneak on January 22, 2019, 05:37:30 AM
Dunno if this has already been reported regarding compatibility with Simple Sidearms, but whenever a pawn dual-wielding switches to a "sidearm" (as in "Equip as sidearm"), one of the two dual wielded weapons disappears completely (not on ground or in the pawn inventory). I've tried your mod loaded before and after Simple Sidearms, the bug still persists.

However though, I have a gigantic list of loaded mods, so don't bother if this happens only to me (474 loaded mods so far, madness yeah :D ). I can lock pawns to use only the dual wielding weapons.

Hmm, this doesn't happen when I use it with Simple Sidearms. Could you post your log by pressing ctrl+f12 after the issue occurs, and by placing the link you'll get here?

Edit: and holy crap 474 mods XD. I've never heard about someone loading in that many mods. I'm surprised that even runs, and I really don't want to know how long it takes to start up your game.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Madman666 on January 22, 2019, 10:44:11 AM
Jesus, and here i though i am a heavy mod user with just around 180. Dayum.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: TheLunatic889 on January 22, 2019, 01:38:42 PM
I've currently got 113 mods (just added this in... I want to try out dual wielding a lightsaber) God I hope my laptop doesn't die, I haven't even tried using a single lightsaber.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: HSneak on January 23, 2019, 06:31:50 AM
Quoteand holy crap 474 mods XD. I've never heard about someone loading in that many mods. I'm surprised that even runs, and I really don't want to know how long it takes to start up your game.

Yeah now launching the game is a project I have to take in order to play x) it takes roughly 1 hours to start (a lil' less, but i'm getting there, 480ish mods now :') ).

About the issue, I get no errors when I switch weapons, but here's the link anyway : https://gist.github.com/HugsLibRecordKeeper/6c8808f6c043ce2bfe71b023a9172ad6
I selected a pawn that had 2x 2handed weapons as sidearms, and dual wielding 2 pistols (equipped), I switched to the other weapons and no error log, but one of the pistols just disappeared totally (that's when I generated the log).

Once again, don't bother too much if this happens only to me x) I don't expect compatibility with what I run. But thank you anyways :D
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 24, 2019, 03:06:31 PM
Update:
v1.0.4
- Pawns no longer use their off-hand weapon when beating fires (so they also won't shoot at fires anymore :) ).
- The cooldown penalty is no longer applied for dual wielding pawns beating a fire.
- Pawns no longer use their off-hand weapon during mental breaks/social fights.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Canute on January 24, 2019, 04:37:01 PM
No more offhand water buckets :-(
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: temple_wing on January 26, 2019, 10:53:18 AM
I don't know whether this is a CE bug, DualWield bug or SimpleSidearm bug.


Exception ticking Spud (at (137, 0, 143)): System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn,Verse.Thing,bool,bool,bool,bool) <0x006d6>
at SimpleSidearms.utilities.WeaponAssingment.tryRangedWeaponSwap (Verse.Pawn,bool,bool) <0x001b6>
at SimpleSidearms.intercepts.Verb_ShootOneUse_SelfConsume_Postfix.SelfConsume (RimWorld.Verb_ShootOneUse) <0x00334>
at (wrapper dynamic-method) CombatExtended.Verb_ShootCEOneUse.SelfConsume_Patch1 (object) <0x001be>
at CombatExtended.Verb_ShootCEOneUse.TryCastShot () <0x0003e>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at CombatExtended.Verb_LaunchProjectileCE.WarmupComplete () <0x001a8>
at CombatExtended.Verb_ShootCE.WarmupComplete () <0x002fb>
at DualWield.Stances.Stance_Warmup_DW.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at DualWield.Stances.Stance_Warmup_DW.StanceTick () <0x00021>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at DualWield.Harmony.Pawn_Tick.Postfix (Verse.Pawn) <0x000ae>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch2 (object) <0x00581>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


This error happens 10 times when a pawn named "spud" trying to attack me with an explosive sac.
He has a knife in his inventory.
Every this error happens, a Molotov cocktail is thrown out from his hand. So 10 Molotov cocktails fly out from his hand in a line to my base.
Then a 10 jobs in 10 ticks error thrown.
Then again another 10 errors thrown.
Then another 10 jobs in 10 ticks error.
......

Finally this "spud" just "fires" infinite Molotov cocktails like firing a machine gun, and he never ends until anything in his sight has been destroyed.

My version is : 1.0.3

I guess CE or DualWield or SimpleSidearm, one of this three mods has some problem with OneUse weapon.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 26, 2019, 11:01:05 AM
Quote from: temple_wing on January 26, 2019, 10:53:18 AM
I don't know whether this is a CE bug, DualWield bug or SimpleSidearm bug.


Exception ticking Spud (at (137, 0, 143)): System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSidearms.utilities.WeaponAssingment.SetPrimary (Verse.Pawn,Verse.Thing,bool,bool,bool,bool) <0x006d6>
at SimpleSidearms.utilities.WeaponAssingment.tryRangedWeaponSwap (Verse.Pawn,bool,bool) <0x001b6>
at SimpleSidearms.intercepts.Verb_ShootOneUse_SelfConsume_Postfix.SelfConsume (RimWorld.Verb_ShootOneUse) <0x00334>
at (wrapper dynamic-method) CombatExtended.Verb_ShootCEOneUse.SelfConsume_Patch1 (object) <0x001be>
at CombatExtended.Verb_ShootCEOneUse.TryCastShot () <0x0003e>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c>
at Verse.Verb.WarmupComplete () <0x0003b>
at CombatExtended.Verb_LaunchProjectileCE.WarmupComplete () <0x001a8>
at CombatExtended.Verb_ShootCE.WarmupComplete () <0x002fb>
at DualWield.Stances.Stance_Warmup_DW.Expire () <0x00022>
at Verse.Stance_Busy.StanceTick () <0x0002b>
at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb>
at DualWield.Stances.Stance_Warmup_DW.StanceTick () <0x00021>
at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d>
at DualWield.Harmony.Pawn_Tick.Postfix (Verse.Pawn) <0x000ae>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch2 (object) <0x00581>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


This error happens 10 times when a pawn named "spud" trying to attack me with an explosive sac.
He has a knife in his inventory.
Every this error happens, a Molotov cocktail is thrown out from his hand. So 10 Molotov cocktails fly out from his hand in a line to my base.
Then a 10 jobs in 10 ticks error thrown.
Then again another 10 errors thrown.
Then another 10 jobs in 10 ticks error.
......

Finally this "spud" just "fires" infinite Molotov cocktails like firing a machine gun, and he never ends until anything in his sight has been destroyed.

My version is : 1.0.3

I guess CE or DualWield or SimpleSidearm, one of this three mods has some problem with OneUse weapon.

CE and Dual wield aren't compatible. You can better not use them together. I'll look into creating a patch in the future, but no promises that that'll work out.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: HSneak on January 26, 2019, 02:04:28 PM
Ey btw, there's another strange behavior (it's the 480~ish-mods-list-guy btw :D ), I use "Rimworld of magic", and my dual wielding druid when casting a healing spell, fires the offhand weapon x) which was hilarious (no errors again).

If someone else reports this, you know it's a bug, otherwise it's just due to "too many mods" incompatibilities.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on January 26, 2019, 07:00:33 PM
Quote from: HSneak on January 26, 2019, 02:04:28 PM
Ey btw, there's another strange behavior (it's the 480~ish-mods-list-guy btw :D ), I use "Rimworld of magic", and my dual wielding druid when casting a healing spell, fires the offhand weapon x) which was hilarious (no errors again).

If someone else reports this, you know it's a bug, otherwise it's just due to "too many mods" incompatibilities.

It's definitely a compatibility problem, someone else reported it too. Gave me a good laugh. I'll look into it!
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: jom650 on February 05, 2019, 04:39:12 PM
Plz update the mod for the CE compatibility.
it is not compatible with CE by now
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on February 06, 2019, 01:09:57 AM
Quote from: jom650 on February 05, 2019, 04:39:12 PM
Plz update the mod for the CE compatibility.
it is not compatible with CE by now

CE compatibility is no simple task as a lot of code my mod targets is changed in CE. If it was simple, I'd have done it at release. I might have to rewrite half my mod to make it compatible, and if that's the case, I won't bother. However, I'll see if I can find some way to do it without investing an insane amount of time. But even that takes time, and I have many other things to do, so you'll have to be patient, and you have to take into account there might never be a CE patch.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Tenshi~Akari on February 06, 2019, 02:20:17 PM
I seem to have run across an instance of pawns getting into social fights using their off-hand weapon to attack instead of their fists as per normal. Last playthrough I had, one of the trader caravaneers literally shot his "buddy" in the foot during a scuffle. Nothing came up during this incident error-wise (red or otherwise), but if it happens again, I'll be sure to see if there's something going on in the logs & copy it over if it helps.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on February 07, 2019, 04:11:25 AM
Quote from: Tenshi~Akari on February 06, 2019, 02:20:17 PM
I seem to have run across an instance of pawns getting into social fights using their off-hand weapon to attack instead of their fists as per normal. Last playthrough I had, one of the trader caravaneers literally shot his "buddy" in the foot during a scuffle. Nothing came up during this incident error-wise (red or otherwise), but if it happens again, I'll be sure to see if there's something going on in the logs & copy it over if it helps.

You do have the latest version installed, or not? If so, I'll look into it. It's something I thought I had fixed a few updates ago, but maybe I overlooked something.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Tenshi~Akari on February 07, 2019, 07:23:21 AM
Quote from: Roolo on February 07, 2019, 04:11:25 AM
You do have the latest version installed, or not? If so, I'll look into it. It's something I thought I had fixed a few updates ago, but maybe I overlooked something.

Nah, you don't have to do all that. Apparently I did miss the 1.04 update.  :P Sorry about that.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on February 17, 2019, 08:39:58 AM
Update
v1.0.5
- Pawns no longer use melee attacks of off hand weapons in social fights.
- Fixed issue involving offhand weapon spamming attacks when a pawn has only a offhand melee weapon equipped, and no main hand weapon.
- Fixed compatibility issue with mods that add abilities. Offhand weapons are no longer used while abilities are performed. Healers no longer shoot the wounded :).
- Some changes in terminology.


I also looked into a compatibility issue with Simple Sidearms that has been reported. Some people said they had weapons disappearing when using both mods. I couldn't reproduce this. Now matter how hard I try, weapons won't disappear. Sometimes they move to the inventory, or they are dropped to the ground, but that's all in correspondence with how things should work. If anyone can provide me with reliable steps on how to reproduce the issue, it would be very helpful for me. At this moment I'm starting to think that there's actually no issue, and that some people just got confused with how Simple Sidearms works. Please prove me this is not the case if you can :).
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: HSneak on February 17, 2019, 02:32:53 PM
Quote from: Roolo on February 17, 2019, 08:39:58 AM

I also looked into a compatibility issue with Simple Sidearms that has been reported. Some people said they had weapons disappearing when using both mods. I couldn't reproduce this. Now matter how hard I try, weapons won't disappear. Sometimes they move to the inventory, or they are dropped to the ground, but that's all in correspondence with how things should work.

About that issue, it seems it's not totally related to SimpleSidearms, since I had a pawn dual wielding pistols ONLY (no melee sidearm, 2hand weapon or anything, the only thing he had was his bare hands as a secondary weapon), that pawn got downed and the same problem happened, one of the two weapons just vanished, surely the offhand one [can't remember], the weapon was not on ground, nor in his inventory or anywhere on the map.

Perhaps this could help you try to get to the core of the problem. I'll try to gather more info or something to help next time I launch the game (it's 1h20 now to launch it x') ... I love mod-madness !).

I'm no expert, but I can't remember if the pawn had max carrying capacity or not (since I have a mod which  changes that), I thought perhaps if the game tried to put back the weapon in the inventory but the pawn couldn't carry anything more, the game would just "delete" the weapon. As said, i'll try to find something to direct searching toward the core of the problem.

And ofc, thank you very much for this mod and the updates :D
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on February 19, 2019, 03:31:51 AM
Quote from: HSneak on February 17, 2019, 02:32:53 PM
About that issue, it seems it's not totally related to SimpleSidearms
[...]

Thanks for your clear report! Mind that it might also be unrelated to Dual Wielding in the first place. If I say: "I'm getting reports of this issue", I run the risk that anyone that has an issue that's similar might start to relate it to my mod, while it's actually something else causing it. I'm not saying it isn't my mod, but please keep this in mind while testing things :).

Quotethat pawn got downed and the same problem happened,
The fact it happened when the pawn was downed is very useful info for me. I'll try to fiddle a bit with that.

Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: RyanRim on February 19, 2019, 04:08:55 AM
Damn son, I return to a kickass mod age. What a nice addition.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: HSneak on February 19, 2019, 05:45:59 AM
First thing first, I moved the mod waaay up in my list (it was near the bottom before).

I've made some tests, and I can't reproduce the "downed-pawn-disappearing-offhand-weapon-thingy", I'm sorry, I surely was mistaken (I was pretty sure my pawn had plasma nades with molotov, and the molotov disappeared, but guess I didn't see it on the ground [or the load order removed the issue]). I couldn't do it again, either by downing my dual-wielding pawn via console or by shooting at him, in either cases BOTH weapons would drop to the ground, primary and offhand.

However, I've found something, when a dual-wielding pawn switches to "BARE HANDS" (or Unarmed combat [Simple Sidearms]), he still holds the offhand weapon, clicking the bare hands icon again would put the offhand weapon back in inventory, doing the same thing with another weapon (tried vanilla, modded, firearm, melee, or a tool from survival tools) would make the offhand weapon completely disappear (I mean even his "Mass Carried" number would reflect that by getting reduced)... A small detail that could perhaps help, when switching to bare hands, he would put the MAIN weapon back in inventory as a Sidearm, while putting the offhand weapon as a picked-up item (striped background in SS UI).

While testing I found another thing, equipping an offhand weapon first then a primary one afterwards would make the offhand weapon disappear. Switching offhand weapons while dual-wielding would make the offhand weapon drop on ground.

And no errors at all in any case (while switching weapons, either disappear or not) no yellow and no red.

Once again, sorry for the mislead about downed pawns...
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on February 19, 2019, 06:34:54 AM
@RyanRim
Thanks :)

@HSneak.
Don't worry, such things can happen, and I take that into account when reading reports. I even sometimes deliberately wait for a while until looking into things as it happens quite often that something gets resolved even before I look into it :P.

Quote
However, I've found something, when a dual-wielding pawn switches to "BARE HANDS" (or Unarmed combat [Simple Sidearms]), he still holds the offhand weapon, clicking the bare hands icon again would put the offhand weapon back in inventory, doing the same thing with another weapon (tried vanilla, modded, firearm, melee, or a tool from survival tools) would make the offhand weapon completely disappear (I mean even his "Mass Carried" number would reflect that by getting reduced)...

I can reproduce that pressing "bare hands" moves the main hand weapon to the inventory. You then indeed only have your offhand weapon, which is then treated internally mostly as a main hand weapon for several reasons (except that it's still flagged as offhand, and drawn as offhand). So if you press the button again, your offhand weapon which is seen as a main hand weapon by Simple Sidearms goes to your inventory as well. Now what I don't get is what you mean with:
"doing the same thing with another weapon ". The language here is a bit vague, but I think you mean that  you pressed the "bare hands" button once for a dual wielding pawn, and then equipped a new weapon while the pawn was still holding one weapon in its off hand. Am I right? In that case, you end up in the same situation as when you just equip a weapon as off-hand first, and then equip a weapon to your main hand, which seems to give you problems:

Quote from: HSneak on February 19, 2019, 05:45:59 AM
While testing I found another thing, equipping an offhand weapon first then a primary one afterwards would make the offhand weapon disappear. Switching offhand weapons while dual-wielding would make the offhand weapon drop on ground.

Are you sure the weapon really disappeared, and wasn't just dropped on the ground? When you equip an offhand weapon first, and then a two-handed weapon in the primary hand, the pawn will drop the off-hand weapon to make place for the two-handed one.

Anyhow, it's something that certainly doesn't happen when just using Dual Wield and Simple Sidearms, so if this is really an issue, there must be a 3rd mod that's causing this.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on February 19, 2019, 11:30:19 AM
Another small update:
v1.0.6.
- Fixed issue involving cooldowns not working properly for weapons with long bursts like the LMG.


RunAndGun users weren't affected by this issue, that's why I went under my radar for so long. The issue was serious enough IMO to warrant another release.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: HSneak on February 19, 2019, 04:38:35 PM
@Roolo

Quote"doing the same thing with another weapon ". The language here is a bit vague

I meant here that instead of switching to bare hands, I switched to another weapon which made the offhand weapon completely disappear (I tried 1 handed vanilla melee knife, a 1 handed modded pistol and even a tool from the mod Survival Tools, in all cases, the weapon disappeared).

QuoteAre you sure the weapon really disappeared, and wasn't just dropped on the ground? When you equip an offhand weapon first, and then a two-handed weapon in the primary hand, the pawn will drop the off-hand weapon to make place for the two-handed one.

Pretty sure this time, I looked in the "Mass Carried" by my pawn, which went down after a weapon disappear (logic) so it's not in his inventory (the Mass Carried doesn't change when I switch to bare hands, since the bug doesn't occur then). It's not on the ground, or anywhere near the pawn. BTW an important note, I didn't try with two handed weapons, only 1 handed "dual-wieldable" weapons.

To be clear here's a resumé of what I went through :

Case 1 :
- Pawn has no weapons at all.
- Pawn equips a 1 handed weapon on main hand.
- Pawn equips a 1 handed weapon on offhand.
- Switch to unarmed combat (bare hands) in SS UI.
- Main weapon is put back in the pawn inventory while offhand weapon is still equipped offhand (the weapon that went back to inventory is recognized as a sidearm by SS).
- Click on Bare hands icon again (SS UI).
- Offhand weapon is put back in the pawn inventory (that weapon is considered as "picked-up" by SS [stripped background in the UI]).

Case 2 :
- Pawn has no weapons at all.
- Pawn equips a 1 handed weapon on main hand.
- Pawn equips a 1 handed weapon on offhand.
- Pawn equips another 1 handed (or 2 handed) weapon as Sidearm or just pick up a weapon [not equipped as sidearm, so stripped background in SS UI]. (So he is dualwielding 2x1h weapons while having another weapon in his inventory for a total of 3 weapons).
- Switch to the 3rd weapon.
- Main hand weapon goes back to inventory while offhand weapon completely disappears (not in inventory, nor in the ground near pawn, he have 2 weapons now in his inventory).

Case 3 :
- Pawn has no weapons at all.
- Pawn equips a 1 handed weapon on offhand.
- Pawn equips a 1 handed weapon on main hand.
- Offhand weapon completely disappears.

Case 4 :
- Pawn has no weapons at all.
- Pawn equips a 1 handed weapon on main hand.
- Pawn equips a 1 handed weapon on offhand.
- Pawn equips another 1 handed weapon on offhand.
- The first offhand weapon drops on the ground, and the new one is equipped offhand.

That's what I've found for now, I'll keep you informed on any new thing I discover, and a big thx to you for trying to fix this :D
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on February 20, 2019, 03:05:45 AM
Quote from: HSneak on February 19, 2019, 04:38:35 PM
@Roolo
[..]

Thanks for your elaborate post! I'm sure I couldn't reproduce Case 3, and I'm pretty sure I also tried the Case 2 sequence, but I'll try that another time just in case. Anyhow, case 3 already proves it must be a difference in between our test setups that causes different outcomes, and I suspect it's a mod. But just to be sure: are at least Simple Sidearms and Dual Wield updated to their latest version and are you running the latest version of Rimworld? Could you also provide your hugslib log by pressing ctrl+f12 and placing the link you'll get here? It'll contain your mod list and an overview of what code your mods patch, so that'll be useful when looking into the issue.


Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on February 21, 2019, 12:51:30 AM
I found out that the issue occurs when you use Pick up and haul, Simple sidearms, and Dual Wield together. So the 3rd mod in play was Pick up and haul. I found out by looking at someone's Hugslib log, and looking at what code was patched. This shows how important it is to provide logs when reporting issues, even when you don't get errors.

@HSneak. Could you confirm if you're indeed using Pick up and Haul? If you don't, then I'd still like to see your log. Otherwise it's not really necessary anymore.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: HSneak on February 21, 2019, 05:08:02 AM
@Roolo

I'm sorry for the late answer, I was waiting to launch the game since it takes 1h20 to start, but I do use Pick up and haul yesh :D hope it helps.

I'll try to provide a hugslib log next time I happen to play, but I remember posting one before (1st messages) if it can help you, the issue was the same that time (here's the link from my old comment https://gist.github.com/HugsLibRecordKeeper/6c8808f6c043ce2bfe71b023a9172ad6 ).

And I have latest version of your mod, SS and Rimworld (for the log I posted, your mod was 1.0.3 I think, SS was 1.3.2 (actual version) and I think the 2150 version of rimworld wasn't out yet, not sure though) Pick up and haul is v.1.0.5.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on February 21, 2019, 05:27:45 AM
Quote from: HSneak on February 21, 2019, 05:08:02 AM
@Roolo

I'm sorry for the late answer, I was waiting to launch the game since it takes 1h20 to start, but I do use Pick up and haul yesh :D hope it helps.

I'll try to provide a hugslib log next time I happen to play, but I remember posting one before (1st messages) if it can help you, the issue was the same that time (here's the link from my old comment https://gist.github.com/HugsLibRecordKeeper/6c8808f6c043ce2bfe71b023a9172ad6 ).

And I have latest version of your mod, SS and Rimworld (for the log I posted, your mod was 1.0.3 I think, SS was 1.3.2 (actual version) and I think the 2150 version of rimworld wasn't out yet, not sure though) Pick up and haul is v.1.0.5.

Ok good to know. Sorry for asking for the log again. No need to get a new log. Now that the mystery seems to have been solved, there's nothing I need right now actually.

Thanks a lot for your help!
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: DiamondBorne on March 12, 2019, 02:51:02 AM
Would you consider adding new traits to go along with your mod? Something like Ambidextrous: +10% global work rat, no penalties from wielding offhand weapons. Or Armstrong: +10% mining +10% constructing, can dual wield twohanded weapons. These are for peoples who don't want to bother with mod options.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on March 12, 2019, 05:29:30 AM
Quote from: DiamondBorne on March 12, 2019, 02:51:02 AM
Would you consider adding new traits to go along with your mod? Something like Ambidextrous: +10% global work rat, no penalties from wielding offhand weapons. Or Armstrong: +10% mining +10% constructing, can dual wield twohanded weapons. These are for peoples who don't want to bother with mod options.

I did consider creating traits like that when creating the mod, but decided not to do it. Dual wielding for instance miniguns is fun for some players, but immersion breaking for others. For this reason, the mod has options so you can tailor it to your taste. By adding traits like the ones you suggest, the playerbase that enjoys a little more realism, may be confronted with things they didn't ask for like dual-wielded miniguns or even dual-wielded greatbows.

Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: HSneak on March 14, 2019, 02:29:06 PM
@Roolo

Thought you went on vacation or something. Can we expect an update regarding compatibility with Pickup & Haul (the weapon disappearing problem) ? or it's quite impossible for now ?

Thx anyway :D
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on March 15, 2019, 06:24:34 AM
Quote from: HSneak on March 14, 2019, 02:29:06 PM
@Roolo

Thought you went on vacation or something. Can we expect an update regarding compatibility with Pickup & Haul (the weapon disappearing problem) ? or it's quite impossible for now ?

Thx anyway :D

I wish I was on vacation, but it's quite the opposite. I've been quite busy, and the time I had for modding, I've mostly spent on an upcoming update for What the Hack!?.

I should have mentioned, but I tested Pick up and Haul with Simple Sidearms and Dual Wield a while ago, and found no issues at all. So the report of someone saying that the problem went away after removing Pick up and Haul on which I based myself before was either false, or there's yet ANOTHER mod in play.

After I found that out, I got a bit weary of hunting this ghost, and focused on What the Hack!? for the time being.

If I get new information, I'll definitely look into it again. Did you try disabling pick up and haul to see if the issue disappears for you after that?
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: DiamondBorne on March 15, 2019, 09:45:21 AM
Weapon disappearing bug using Pick up and Haul + Dual Wield? Didn't read what it's like but I might have something similar.

So I was using both mods + Simple Sidearms. I equip my colonist with dual lightsabers then I have him pick a laptop (count as a weapon). Later I noticed that my colonist is missing one of his lightsaber so I form an empty caravan then have him find and pick up another lightsaber in the map. Turns out my colonist dropped the damn thing under a lump of steel in my warehouse. That's why I can't find it anywhere near my base. I have this happened 2-3 times already. It seems some Simple Sidearms mod loadout setting could also causes pawn to automatically drop their weapons. I have to force them to equip a couple of times before it sticks.

tl;dr The weapon didn't actually disappear but the pawn is being a jerk and hide it behind other items, and it might not be Dual Wield that causes the problem.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on March 18, 2019, 04:33:35 AM
Quote from: DiamondBorne on March 15, 2019, 09:45:21 AM
Weapon disappearing bug using Pick up and Haul + Dual Wield? Didn't read what it's like but I might have something similar.

So I was using both mods + Simple Sidearms. I equip my colonist with dual lightsabers then I have him pick a laptop (count as a weapon). Later I noticed that my colonist is missing one of his lightsaber so I form an empty caravan then have him find and pick up another lightsaber in the map. Turns out my colonist dropped the damn thing under a lump of steel in my warehouse. That's why I can't find it anywhere near my base. I have this happened 2-3 times already. It seems some Simple Sidearms mod loadout setting could also causes pawn to automatically drop their weapons. I have to force them to equip a couple of times before it sticks.

tl;dr The weapon didn't actually disappear but the pawn is being a jerk and hide it behind other items, and it might not be Dual Wield that causes the problem.

Thanks for reporting, though that's unrelated to the issue reported by HSneak. For HSneak, weapons were actually disappearing. To me your problem seems like just vanilla behaviour. If your pawn was already dual wielding a weapon and you order it to equip another weapon (the laptop), it's expected that it drops one of the current weapons.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on March 29, 2019, 04:04:22 AM
Small update:
v1.0.7
- Added support for multiple weapons on one tile for the right click menu used for equipping off-hand weapons. This improves compatibility with mods like Deep Storage.

Credits go to LWM :)
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on May 09, 2019, 06:24:07 AM
Update:
v1.0.8
- Added patching hook that other modders can use for configuring default settings for the weapons in their mods. Documentation can be found here: https://github.com/rheirman/DualWield/blob/master/README.md
- Updated Japanese translations (by Proxyer)
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: wolfsilver00 on July 05, 2019, 06:14:39 PM
I've a problem.. When dualwielding a pistol and grenades, I cant just chug the grenade somewhere like usual, clicking on it and on the map.. This makes calculating the enemy movement for throwing grenades impossible.. Or throwing them in anticipation.. Pls help?
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Roolo on July 06, 2019, 03:08:12 AM
Quote from: wolfsilver00 on July 05, 2019, 06:14:39 PM
I've a problem.. When dualwielding a pistol and grenades, I cant just chug the grenade somewhere like usual, clicking on it and on the map.. This makes calculating the enemy movement for throwing grenades impossible.. Or throwing them in anticipation.. Pls help?

Try putting the grenade in the main hand and the pistol in the off hand.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: wolfsilver00 on July 06, 2019, 05:25:55 PM
Quote from: Roolo on July 06, 2019, 03:08:12 AM
Quote from: wolfsilver00 on July 05, 2019, 06:14:39 PM
I've a problem.. When dualwielding a pistol and grenades, I cant just chug the grenade somewhere like usual, clicking on it and on the map.. This makes calculating the enemy movement for throwing grenades impossible.. Or throwing them in anticipation.. Pls help?



Try putting the grenade in the main hand and the pistol in the off hand.

That's what I did, molotov in main hand with a pistol on the other (Its a modded pistol, from rimfire, if that has any impact)
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Ruisuki on August 26, 2019, 10:12:53 PM
How do you actually dual wield? I just have both pistols in my inventory is there something I gotta do or will it just be done automatically? Curiously it only fires one when drafting and shooting furniture.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Canute on August 27, 2019, 04:10:52 AM
When you equip a weapon (from the ground) you got the option to equip it as offhand weapon.
There is no option to to change/equip a offhand weapon from the inventory.
And Simplesidearme only let you change the primary weapon.
To change the offhand weapon you need to equip another from the ground.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: MozartF on September 19, 2019, 02:58:21 PM
 
Hey guys,

I'm using Dual Wield and Simple side arms together,but when i'm dual wieldinng and change to a rifle, for example, one off my dual weapons drops and simply vanish in th world.
what can I do to fix that? because its boring keeping loosing weapons  :-\
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Canute on September 19, 2019, 03:48:09 PM
You can change Simple Side arms that it shouldn't drop weapons on a weapon change.

Does the weapon drop on ground or does it vanish ?

If nothing else help, you just should unequip all weapons (equip fists) before you equip a 2h weapons.
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: MozartF on September 19, 2019, 04:57:50 PM
Quote from: Canute on September 19, 2019, 03:48:09 PM
You can change Simple Side arms that it shouldn't drop weapons on a weapon change.

Does the weapon drop on ground or does it vanish ?

If nothing else help, you just should unequip all weapons (equip fists) before you equip a 2h weapons.

So, I already have these settings in Simple Side, and yes, they just disappear, in this case at least one of them, for example ... I'm currently using two knives in dual wieldind, and when I switch to a ranged weapon, one of my knives goes back to inventory and the other vanish at random, can be either one or the other.  ???
Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: Canute on September 20, 2019, 03:07:56 AM
I think i got your problem.
But could you check yourself too.
When you equip a 2h weapon, you get a msg. your drop your offhand weapon, but only the current first weapon get droped.
Take a look at the inventory of the pawn, i think the knife is still equiped.
At last it was when i test it. But you don't see it at the button icon.
When you requip the knife you should see the dual knife button again.

Title: Re: [1.0] Dual Wield - True dual wielding for any weapon (you allow)
Post by: MozartF on September 20, 2019, 09:01:53 PM
Quote from: Canute on September 20, 2019, 03:07:56 AM
I think i got your problem.
But could you check yourself too.
When you equip a 2h weapon, you get a msg. your drop your offhand weapon, but only the current first weapon get droped.
Take a look at the inventory of the pawn, i think the knife is still equiped.
At last it was when i test it. But you don't see it at the button icon.
When you requip the knife you should see the dual knife button again.

Ok man, I'll try, tnx for your help! :)