Ludeon Forums

RimWorld => Mods => Unfinished => Topic started by: Chicken Plucker on February 13, 2021, 09:46:24 PM

Poll
Question: What upcoming faction mod are you looking forward to most?
Option 1: UAC Faction votes: 2
Option 2: DOOM Demons votes: 2
Option 3: Militaires Sans Fronteries votes: 5
Option 4: Star Wars: First Order Faction votes: 0
Option 5: Star Wars: Old Republic Faction votes: 1
Option 6: UNSC Faction votes: 2
Option 7: Other votes: 1
Title: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on February 13, 2021, 09:46:24 PM
1.4/1.5 Red Horse ² Early Access Link:

1.4 Google Drive (https://drive.google.com/drive/u/1/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w)

NOTE: Not every mod in this collection will be linked below. Some mods will only be found by looking through the Google Drive folder containing the RH2 mod collection.


Greetings ladies and gentlemen, welcome to Red Horse ². With the advent of 1.3, came higher quality of mods in terms of content and texture. It's a sink or swim culture here, cause if I don't go along with the current, I'm gonna drown like a chicken.

The goal of this series of mods is to remaster all of Project: Red Horse. To improve coding, to declutter some code done from the early B18 days in .xml and for the new art style to mimic the highly sought after vanilla style as close as possible.

As a once mentor and engineer once told me: "Either do it right, or do it again."


Q&A:
Will you remaster absolutely everything?
I will remaster what I can within the constraints of my spare time.



(https://i.imgur.com/X20FLBW.png)
DOWNLOAD LINK (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=sharing)

(https://i.imgur.com/FVkJFaV.png)
DOWNLOAD LINK (https://drive.google.com/file/d/1rw4rpWRCT7LQgeLV-XGPJyk_JpKK1LlX/view?usp=share_link)

(https://i.imgur.com/h9aJq5p.png)
DOWNLOAD LINK (https://drive.google.com/file/d/1-oziGQ_aVAlE3H15TIzs7X4ttg_522F-/view?usp=share_link)

(https://i.imgur.com/bXrjfIr.png)
DOWNLOAD LINK (https://drive.google.com/file/d/1rw4rpWRCT7LQgeLV-XGPJyk_JpKK1LlX/view?usp=share_link)

(https://i.imgur.com/N7xSBRv.png)
Disco Link (https://drive.google.com/file/d/1VggacDz5gpjRTCWn1__yXLSkCdXOQzhg/view?usp=share_link)

(https://i.imgur.com/q019oEU.png)
Boris Link (https://drive.google.com/file/d/1Qt7iQxWH30DCmyA6fA8TAK1k_DnhIlLy/view?usp=share_link)

(https://i.imgur.com/1h9BTUW.png)
Brain Link (https://drive.google.com/file/d/1y0sIvpKsJ66suSRbyfuNwCneuLN1A09O/view?usp=share_link)

(https://i.imgur.com/z1WQBfw.png)
DOWNLOAD LINK (https://drive.google.com/file/d/1xa5TPAnaN7TVbWDeP0P-t1fowGqf3Wxi/view?usp=share_link)

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

(https://i.imgur.com/dzZHjc3.png)
GOOGLE DRIVE LINK (BCD FOLDER) (https://drive.google.com/file/d/1P4YWMarEj9XRHstQOrOz4SF1t3b4ur_W/view?usp=share_link)

(https://i.imgur.com/7CRokXg.png)
ARREST DRIVE LINK (https://drive.google.com/file/d/1w9Ev5Dv-qMRh3Htm7GSLazLhVd9sf5zi/view?usp=drive_link)

(https://i.imgur.com/4q00QIM.png)
Download Link (https://drive.google.com/file/d/1oE3RNMoorkQXcDSIvWx-Nc28JErhID5t/view?usp=share_link)

Factions:
(https://i.imgur.com/Jbt7RUo.png)
(https://i.imgur.com/e24PLYN.png)
(https://i.imgur.com/vANwGct.png)
(https://i.imgur.com/tilVdqe.png)
(https://i.imgur.com/HJwSIIY.png)
DOWNLOAD LINK (FACTION FOLDER) (https://drive.google.com/file/d/1vqGhDA7BFsDdFiZ5Xa1a_A0InvxzEhTQ/view?usp=sharing)


Project: Red Horse (Original Thread): https://ludeon.com/forums/index.php?topic=40519.0
Title: Re: [1.2] (WIP) Red Horse ² : Tacticool Crowbags
Post by: Chicken Plucker on February 13, 2021, 11:08:38 PM
(https://i.imgur.com/9L9xqvK.jpg)

Here's a sneak peek of what's going on. I am now using a new template, an A4 canvas.

After some talks with JangoD'Soul and Ods I've gotten some advice, I'll be working with 512x512. Current stuff I'm doing:

- 5.11 TacTec Body Armour
- 5.11 24 Rush Backpack
- Some generic plate carrier accessories, mag pouch, utility pouch, PRR and etc.

Found I can do only two textures for daysacks now and the new 1.2 system can let me put them on all bodies. It's gonna get good. I'm happy with the result of the new artstyle, looks a bit like South Park but once it is done I think it'll fit right in vanilla.

Waiting for that job offer from Tynan, brb.
Title: Re: [1.2] (WIP) Red Horse ² : Geardo with the Beardo
Post by: Chicken Plucker on February 14, 2021, 02:49:49 AM
(https://i.imgur.com/3bL7yxU.png)

Progress is slow and steady.

EDIT: De-scaled to fit in forums.
EDIT 2: Updated preview to have watermark and more finished previews

Detail: Just doing some backpack varieties, having fun with this new vanilla style. Didn't think I had it in me. Been streaming it with a friend in Discord "burnswhenip" just so he can see the progress and learn a few things.
Title: Re: [1.2] (WIP) Red Horse ² : Geardo with the Beardo
Post by: Skynert on February 14, 2021, 03:44:17 AM
Looks nice.
Title: Re: [1.2] (WIP) Red Horse ² : Geardo with the Beardo
Post by: Chicken Plucker on February 14, 2021, 05:57:06 AM
Quote from: Skynert on February 14, 2021, 03:44:17 AM
Looks nice.

Thank you Skynert you legend. I'm hoping to release a small package mod here before Monday, with at least 2 helmets, 2 body armours, all the backpacks shown and a few weapons. It'll be a little taster for what's coming home.
Title: Re: [1.2] (WIP) Red Horse ² : Geardo with the Beardo
Post by: hauvega on February 14, 2021, 09:51:19 AM
Looks really good so far.  Taking a break right now.  I need to come up with some new signs and flag ideas.  Take care.
Title: Re: [1.2] (WIP) Red Horse ² : Geardo with the Beardo
Post by: Rocket_Raccoon on February 14, 2021, 11:37:23 AM
Looks promising.
Mood: excited for what is coming.
Title: Re: [1.2] (WIP) Red Horse ² : Geardo with the Beardo
Post by: Chicken Plucker on February 14, 2021, 01:00:11 PM
512x512 Weapons:

So I can't take images from google anymore and add outlines to them as part of this new series' feature. Pimp My Gun is sadly shut down as an effect of the Adobe Flashpocalypse, and it means I have to do my own art for weapons now. Gave the Glock 17 a try and got very positive feedback from peers.

(https://i.imgur.com/SGxhPiB.png)
(https://i.imgur.com/UFEkmGI.png)
Moved on to an M24 sniper rifle, felt more simple than expected
(https://i.imgur.com/2ze1W9M.png)
Then we move on to the tacticool territory with the LVOA-C and the stupid freakin handguard detail that I managed to get done while listening to an entire AskReddit video and using the "Multiply" feature a lot and bleeding the original details into a bit more abstract vanilla-esque blend
(https://i.imgur.com/d86dmsk.png)
And the FN MAG which looks epic victory royale, got feedback from Austiopaio that needs less thicker outline to look more bulky, tried it but it looked smalled somehow.

Quote from: hauvega on February 14, 2021, 09:51:19 AM
Looks really good so far.  Taking a break right now.  I need to come up with some new signs and flag ideas.  Take care.
Thanks hauvega! Good to see you again bro, been so dead tired around here so I know how ya feel

Quote from: Rocket_Raccoon on February 14, 2021, 11:37:23 AM
Looks promising.
Mood: excited for what is coming.
Thanks Raccoon, so am I  8)
Title: Re: [1.2] (WIP) Red Horse ² : Geardo with the Beardo
Post by: Chicken Plucker on February 14, 2021, 09:57:02 PM
(https://i.imgur.com/8YlE6mK.png)

Currently working on the BUMP helmet, finished the front view. Am very pleased with the result.

Other two weapons I've done today:
(https://i.imgur.com/kTmeUY1.png)
DDM4 V11
(https://i.imgur.com/Oj8uIxD.png)
M1911

With the amount of work needed for each weapon, I have come to the realisation that perhaps a lot of weapons are going to be removed from the Rimmu-Nation pool. Same applies for apparel, duplicate backpacks and stuff. It's a new dawn now lads.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on February 15, 2021, 04:14:15 AM
Oh my. It's breathtaking!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 15, 2021, 06:15:52 AM
(https://i.imgur.com/9mmeBZC.jpg)

Finally finished all EXFIL Ballistic views. Plan on doing at least 1 more helmet and armour and backpack, but deadline is before today ends to release this early build.

Next items planned:
- FLUX ballistic helmet
- Flyye Swift Body Armour (May change)
- Flyye tomahawk backpack

Next weapons planned:
- M82A1
- P90
- AK47
- VSS Vintorez (May Change)



Quote from: Skynert on February 15, 2021, 04:14:15 AM
Oh my. It's breathtaking!

No YOU'RE Breathtaking  >:(
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 15, 2021, 07:47:05 AM
(https://i.imgur.com/0iUoxOI.jpg)
Flyye Tomahawk Backpack

Just got notice to be back at work tomorrow. I'll have to finish this, code back at base and just release what I have asap.

TFW I'm running out of cash dough to pay for food, still getting used to managing my food money, transition from cheap training food to real world adult responsibilities are new to me so when I got called I got a bit nervous knowing that if I didn't manage my money well I'd be out by the end of the week. Frick. On the bright side I get to be on a helicopter tomorrow, worse case scenario they'll make me jump out of it.

Cancel that, that is the best case scenario cause I can eat the dirt and save that way

Note to self: Maybe if I stopped buying stupid call of duty mobile skins I'd have more food money, who'da thunk




(https://i.imgur.com/m6crrWg.png)

Last weapon I've done today, .38 Special aka Colt Cobra. why not?

Better get my butt to base. See you next time space cowboys.

EDIT: Crowboys*

We're all crows now.




Preview art:
(https://i.imgur.com/DKheOgE.png)
Option #1 (2 votes in discord)

(https://i.imgur.com/68CI3pb.png)
Option #2 (2 votes in discord)

Which one would you prefer? Feel free to post here




Display lineup:
(https://i.imgur.com/x24bEXy.png)(https://i.imgur.com/iOI6KrG.png)
(https://i.imgur.com/kmyhdnU.png)(https://i.imgur.com/gxqn10o.png)(https://i.imgur.com/fHqHQvw.png)(https://i.imgur.com/1mYgMHJ.png)(https://i.imgur.com/GJh2yqm.png)

Note: Added more detail where I could, I.E. visible and accurate back view seen of helmet without being worn. Will be a pain in the butt later cause quality can slow me down, but hopefully it means I dont have to return and re-remaster the remaster of these mods in 2023 when the Army tries to get rid of me by making me do postings all day painting picket fences white




Finished Flyye Tomahawk Backpack:
(https://i.imgur.com/OcuegGS.png)(https://i.imgur.com/eFU08bH.png)

Yes, I am doing south views of these but I just flip the north view and paint over it so it's not worth showing




Final thing folks, please vote in the poll. Need an opinion for what to do with Rimmu-Nation².

Would you rather have the onskin clothing/jackets and etc. separated from the Armour/Webbing/Helmets/Backpacks or altogether in one mod?
The option is there for people who do not want to oversaturate their saves with unwanted onskins like before, but may still want to use the tacticrow/tacticool/crowboy/cowboy gear.

If separated "Rimmu-Nation² - Outdoor Gear" will be standalone from "Rimmu-Nation² - Clothing".
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 16, 2021, 04:47:36 AM
(https://i.imgur.com/zy4jXmb.png)

Did a weapon before helicopter time today. Turns out I don't have to jump out of it and that I'm not gonna be broke as I thought. Need to trust God more.

Anyways this is the Desert Tech HTI, I know I could've done the M107/M82A1 first but I thought to do something not so commonly done already, always found the design of this .50 CAL AMR a lot more interesting cause it isn't seen as much.

Time for me to pop smoke guys, will try to do at least one weapon everyday or something. Really wanna do the FLUX helmet, gonna be a nice new addition to the headgear. Missed release window, no time to code atm cause I gotta learn how to code the backpacks with the 1.2 stuff.

See you later space crowboy
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: lakajadiwa on February 16, 2021, 07:29:14 AM
Wow, I have to say I am so excited for these new textures! :D

CP, how extensive are you going with these awesome weapon updates, planning to just update them, or all textures + some new guns?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 16, 2021, 08:26:40 AM
Quote from: lakajadiwa on February 16, 2021, 07:29:14 AMWow, I have to say I am so excited for these new textures! :D

CP, how extensive are you going with these awesome weapon updates, planning to just update them, or all textures + some new guns?

Hey my friend! Im planning on rebuilding from the ground up. Doing the coding a different way, I.E. get rid of the old version compatibilities because I've been doing previous version compatibility wrong resulting in the mods taking memory space that isn't necessary.

I want to get rid of the black hat station until it is reworked to a good standard from Military Furniture, sadly the vending machines and arcade machines are going too. They may return reworked as standalone optional mods. Recruitment may end up having it's own new mechanic, along with the radio. They may also be made standalone.

I'm thinking of doing my own CE patches now, depends on how complex the coding is. I want to get rid of many weapons in Rimmu-Nation, like multiple versions of the same weapon. I want to get rid of multiple versions of the clothings I.E. minimise variants of helmets and hats if possible if they're the same kind.

Main plan for apparel is to stop doing outfits that are both legs and tops unless they're coveralls or flight suits etc. I want people to have the ability to customise what pants they wear with whatever top they want. That is gonna be tricky cause showing pants texture may need C#. I'll find out. If it does I'll just pay the cost.

Besides new textures that's my long term goal. I may also choose to balance the weapons after vanilla, but I think a lot of people do prefer the Rimmu-Nation projectile to stay the way they are.

EDIT:
TL;DR Red Horse 2 plans
- Make clothing more modular with visible pants and separate tops
- Remove highly imbalanced production buildings such as Black Hat stations and rework them for later
- Make factions depend on Rimmu-Nation so that we can save memory on RimWorld with less duplicate files
- Remove old RW version compatibilities to save memory for the mods
- New vanilla style textures in high resolution
- Minimise amount of apparel if possible, I.E. Different coloured fleece jackets? Just do one white one that can be recoloured in code
- Chickens



[EDIT: Details removed due to OpSec]
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on February 16, 2021, 09:32:34 AM
Quote- Remove highly imbalanced production buildings such as Black Hat stations and rework them for later

I dont need ballance, I need money ;/
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 17, 2021, 02:49:15 AM
(https://i.imgur.com/X5mIu04.png)

SA80 this morning. I could've done M82A1, P90, AK47 or some other popular weapon but I thought.. "Why should I prioritize the others before Queen and country?"

[EDIT: Details removed due to OpSec]

Quote from: Skynert on February 16, 2021, 09:32:34 AM
Quote- Remove highly imbalanced production buildings such as Black Hat stations and rework them for later

I dont need ballance, I need money ;/

Has to be reworked properly my friend, I'm thinking accumulating silver in an off-shore account that can be withdrawn with the withdrawal time having some kind of 3 day or so delay.



[EDIT: Details removed due to OpSec]
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on February 17, 2021, 05:05:45 AM
Well, those gun textures definitely look so much better than they used to. That was my main complaint about any of your mods.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 17, 2021, 05:41:30 AM
(https://i.imgur.com/MiOfFAT.png)(https://i.imgur.com/MmTm9KD.png)
Team Wendy EXF Balaclava

(https://i.imgur.com/JlB1dbj.png)(https://i.imgur.com/NR5aw8x.png)
Peltor Optime II Ear Defenders

(https://i.imgur.com/w3Wa2Cb.gif)

Modularity is the name of the game. What I wanna find out is whether or not we can play with headgear layers and allow players to have all kinds of configurations with different accessories. The only lead I have on this if the Vanilla Expanded Gasmask which can be worn under helmets. We'll find out if this is possible eventually.

Got stuff to do today, will get back to work on these mods later.

Quote from: MrBriggs18 on February 17, 2021, 05:05:45 AM
Well, those gun textures definitely look so much better than they used to. That was my main complaint about any of your mods.

Thanks my friend  8)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on February 17, 2021, 07:23:09 AM
Can´t have too many sa80 variants.
An l98a1 would be neat :p

Do you plan on scratching camo patterns/uniform variants from red horse v2?
if so, having one gorka in camo would maybe an idea. From my mind you have duplicate plain gorka variants. So one could still be a plain gorka  and another a gorka e from sso f.e
Also, I assume you won´t delete red horse v1 so one can continue to use it on older saves?

The modularity would be awesome. Potentially saves item duplicates and very neat feature.
On a side note regarding ak 47: type 56 or akm would be way more usefull since the real world original ak and s-variant was, compared to type 56 and akm(s), way less produced.

Greetings and stay healthy!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 17, 2021, 09:51:16 AM
[EDIT: Details removed due to OpSec]

Today's goal:
MTEK FLUX Ballistic helmet
Patriot Ghost plate carrier (currently in progress)
Another weapon, most likely either M82A1, AK47 or P226

If headgear modularity is possible then I'm doing eye pros (aka eye protection, just sounds ally to say it that way) as well so we can have the whole shebang. Body armour and harness modularity is already possible. I wanna know if backpacks as an extra layer will be easy. Either way I want this done and it's a mission of mine.

After all of that we can think about trousers and onskins and whether or not I'm not gonna do outfits anymore. You guys don't mind outfits right?

Quote from: Rocket_Raccoon on February 17, 2021, 07:23:09 AMCan´t have too many sa80 variants.
An l98a1 would be neat :p

Do you plan on scratching camo patterns/uniform variants from red horse v2?
if so, having one gorka in camo would maybe an idea. From my mind you have duplicate plain gorka variants. So one could still be a plain gorka  and another a gorka e from sso f.e
Also, I assume you won´t delete red horse v1 so one can continue to use it on older saves?

The modularity would be awesome. Potentially saves item duplicates and very neat feature.
On a side note regarding ak 47: type 56 or akm would be way more usefull since the real world original ak and s-variant was, compared to type 56 and akm(s), way less produced.

Greetings and stay healthy!

Camo versions are not getting scrapped at all, as for weapons things like Type 56 and AKM, I don't mind having cause they're technically different weapons. My thing was wanting to avoid 10 different M4s again. We can still have desert eagle and a gold version but I don't want something like what we had in v1.

I don't want to take down the originals especially since people aren't done playing with them, I also haven't finished Red Horse 2 so there's no reason to take that stuff down. What may likely happen is me abandoning support for those mods when 1.3 or some other new update comes and we're far ahead in terms of RH2

I'm trying to do at least 1 weapon a day guys but I'm covering a lot of things at once so progress is good but slow considering the sheer amount of things that need remastering
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 17, 2021, 11:53:48 AM
[EDIT: Details removed due to OpSec]

Anyway back to mods

(https://i.imgur.com/TOXDly5.jpg)

Done the Hulk view of the Patriot Ghost plate carrier. Made a new type of magazine pouch that also doubles as a utility pouch.

I have a question for you good tacticool folks:
What do you guys think about the pouch? I mean it is a pouch people do use, not sure if it fits on this type of body armour. Usually if someone buys an armour like this, they may not go for a velcro pouch cause they wanna look ally AF but that doesn't mean someone won't prefer them.

Please lemme know on the post below, otherwise I'll keep it.

EDIT:
(https://i.imgur.com/O1dzIB8.png)

Peltor ear def front and back texture improved
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Wavy Neptune on February 17, 2021, 05:45:18 PM
Excellent work CP, can't wait to see the done product. Tynan should definitely hire you.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 17, 2021, 05:56:40 PM
(https://i.imgur.com/9qn8Wte.jpg)

Got started on Camelbak Motherlode. I've been dreading to do the most popular stuff I.E. Camelbak, Flyye, Crye and Ops Core cause I get obsessive about getting all their stuff right. I'm happy with the current results. The DDT Ghost plate carrier is pretty much done, just need resizing for all body types.

(https://i.imgur.com/ExeZrKA.jpg)

First attempt to make headgear modular was a failure, tried ApparelLayerDefs and made my custom layers. Sadly those only work for body apparel, not headgear.

(https://i.imgur.com/4J9zlXk.jpg)

Just used the overhead layer for the headgear and it worked! The headgear still have their own bodypartgroups which is what allows them to be worn together. Now the problem for the ear defenders?

They render above helmets. If I do not use this code: <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> your pawns will go bald. This code is what's causing the issue, so it will always be prioritized to render above the helmet. Pain in the butt.

Can't hire taranchuk this time, cause it's "transpiler" related which he says he doesn't know how to do. Stuck on this problem at the moment.

Quote from: Wavy Neptune on February 17, 2021, 05:45:18 PM
Excellent work CP, can't wait to see the done product. Tynan should definitely hire you.

Thanks Neptune! I just got finished writing this new post before you replied, some frustrating results but some good progress being made
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 18, 2021, 12:22:44 AM
So finished the DDT Ghost plate carrier and the Motherlode.
(https://i.imgur.com/CeH9HUv.png)(https://i.imgur.com/ZoTyaSM.png)(https://i.imgur.com/0sQtuFh.png)
Motherlode is very cool.

Guess what else I finished? Coding so I can release the clothing demo tonight. Yuh-uh.

(https://i.imgur.com/68CI3pb.png)
DOWNLOAD LINK (https://drive.google.com/file/d/1Afwjq2jW_pEW-WmaBfB5iqchPflU-Pvt/view?usp=sharing)

Goodnight, please give us some feedback
Notes:
- Removed Peltor ear defenders for now, all the other apparel worked on in this thread are there




(https://i.imgur.com/SqJKQNG.jpg)

Edit:

Updated and changed EXFIL Ballistic helmet label, gonna have to work on descriptions and labels later. Too tired. 5AM haven't slept, got work tomorrow, assuming it's PT and freakin' 4PM CQB lesson gg ez

Update 2
Flyye Tomahawk and Maxpedition backpack west and east views fixed to be more centered

Update 3
Fixed Maxpedition and Tomahawk backpack being way off on east view
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 18, 2021, 12:02:54 PM
(https://i.imgur.com/vVd42Lz.png)
Remington 870 MCS

Trying to get stuff done today but I'm needed here and there. Still need to do a 4 miler today and sort food out. Roh-jah (roger)

(https://i.imgur.com/JxUEH9Z.jpg)

Also working on a new FLUX helmet, taking its sweet time cause obviously it's not easy and I got other things today.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 18, 2021, 06:02:56 PM
Mod Idea Pitch:
"[RH2] Job Applications" (Name is subject to change)
(https://i.imgur.com/F04YDrk.png)


  • You have access to the Comms Console, and a new option to open "Rimdeed" is available
  • Rimdeed allows you to seek new applicants for the small fee of $5000 (price subject to change)
  • Not all details are revealed about the applicant
  • Applicants have randomized text describing themselves
  • Applicants may come from any faction including modded
  • Max 3 applicants per request

(https://i.imgur.com/wIR5AYm.png)
Concept UI for Indeed Rimdeed webpage

(https://i.imgur.com/FfR2G5n.png)
You spend the silver to seek out new pawns

(https://i.imgur.com/NpajAKu.png)
After 1-3 days a notification letter pop ups "Job applications ready!" and clicking the letter opens this screen.
You may accept more than one applicant, after hiring them, they will arrive within 1-3 days.


  • Screen displays max of 2 skills the pawn is passionate with
  • May or may not show their incapability
  • Has random text to describe themselves, gonna have fun with this feature cause they will say silly things to "sell" themselves

That's my pitch, budget for this commission to be coded by Taranchuk can reach around $100 but he says minimum it'll take is 5 hours so that means $50. I had to seriously consider this cause we all like prioritizing bills and food over mods, so I'll leave the pitch here and see what you all think. Perhaps even better, not that I'm pressuring any of you, that some sugar daddy will decide "yeah go on lad, witness me" and offer putting some funds in. I'll repeat, I do recommend you prioritize your bills, your family and yourself so please don't feel obligated to help with this project.

That's it guys, will continue with the things I can do. I'm only fishing to see how much support this can get within this tacticool community we have (if we have one) since we have like 5 guys and one of them is yourself reading this.




(https://i.imgur.com/1WJ6Vul.png)

Glock 34 Combat Master, in case you're a retired professional assassin who loses his/her dog in a home invasion, and you have to make those raiders pay.




(https://i.imgur.com/aW2TvMj.png)

STI 2011 Combat Master, pistol used by John Wick in John Wick 3




(https://i.imgur.com/Ugv4mRu.png)

MP5. CQB Train does not stop here




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

Eickhorn Recondo IV combat knife
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on February 19, 2021, 12:01:18 PM
Not sure if I can vote but since today I don´t feel so much like myself, I´ll do it anyway.
The job thing sounds fun. Which specific skill stats would be known?

And dropping it casually here, g36 full length or k version would be dope. *cough*
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 20, 2021, 12:55:32 AM
Only progress today:
(https://i.imgur.com/wzjNOzr.jpg)
Almost done with FLUX Ballistic helmet, very time consuming to do them compared to the old style since these need more detail

(https://i.imgur.com/FMQBFQX.jpg)
Considering to redo the EXF balaclava, this one is the 5.11 balaclava.

Got in trouble today, missed a meeting I should've known about at 0930 and didn't have a great time getting work parade and a bit of a chewing out. It's a hit to the morale, spent the rest of the day sleeping. Trying to save money too see, so I didn't really have a proper meal all day. Didn't do too great. Still getting used to this life and having to look out for myself, it's not easy at all

Quote from: Rocket_Raccoon on February 19, 2021, 12:01:18 PM
Not sure if I can vote but since today I don´t feel so much like myself, I´ll do it anyway.
The job thing sounds fun. Which specific skill stats would be known?

And dropping it casually here, g36 full length or k version would be dope. *cough*

I may just do the normal G36C my friend, but thank you for the suggestion, have considered it and may do it next if I don't do anything else. Current plan is to build up the apparel but it's taking ages cause they're the hardest to make



(https://i.imgur.com/uBRMj2Y.png)

Here's a KABAR before I go for the day
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on February 20, 2021, 01:17:32 PM
Well, I will never really get what people seem to have with the c version of the g36  :P
Kabar looks very nice, can´t have enough pointy things to pacifiy :)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 20, 2021, 11:54:04 PM
Rimmu-Nation² - Clothing Updated
Download link in front page

(https://i.imgur.com/LVGXzwQ.png)
(https://i.imgur.com/55Baydy.jpg)
Flux Ballistic helmet added


(https://i.imgur.com/P6mQt4g.png)(https://i.imgur.com/2Bwwepk.png)
(https://i.imgur.com/DzgIaLw.jpg)
Mk 7 Helmet and Osprey Mk 3 body armour added

(https://i.imgur.com/k6Qm0Er.jpg)

- Peltor Optime II Ear Defenders added, however not compatible to be used under helmet therefore it is only modular with balaclavas and etc.
- Drawsizes for display items tweaked
- Wasing hydration pack added
- Helmets no longer add 0.05% accuracy
- Helmets now reduce move speed
- Backpack carrying capacities tweaked, mass of each backpack tweaked depending on how much they can carry




Quote from: Rocket_Raccoon on February 20, 2021, 01:17:32 PM
Well, I will never really get what people seem to have with the c version of the g36  :P
Kabar looks very nice, can´t have enough pointy things to pacifiy :)


Thank you, also I like the C version because of the original Modern Warfare game, the last mission having that weapon used. The K version just isn't shown as much in media, but that's about the only reason I can come up with
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on February 21, 2021, 07:56:03 AM
QuoteDownload link in front page
Finaly ! :-)
But could you maybe made a mod/download summary on top of the first posting ? Then people don't need to scroll down and search for all the download links ?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 21, 2021, 04:35:25 PM
Alright so we're talking about tactical dresses today. They're tailor made for the best and brightest elite forces in the world
(https://i.imgur.com/Fg2RlZh.png)(https://i.imgur.com/6g0MCAK.png)(https://i.imgur.com/3HQZRLo.png)

Some would say, this is all thanks to the Navy's ingenuity in their willingness to push boundaries by experimenting on the aerodynamics of a battle dress. I'm just kidding, I apologize to all of you who had to witness this.

Saw a £50 competition to make an original design battle dress for anime girls. I thought to myself "Yeah I need that money" so here we were spending the rest of my day doing this. First half of the day was doing an animation for TMC cause he wanted me to make one for his WIP mod. Here's your eye bleach:

(https://i.imgur.com/szreVCp.gif)

Got busy day tommorrow, planning to remove pouches and accessories from Osprey body armour and maybe getting some other thing done. Dunno what else. Haven't got long left today.

Quote from: Canute on February 21, 2021, 07:56:03 AM
QuoteDownload link in front page
Finaly ! :-)
But could you maybe made a mod/download summary on top of the first posting ? Then people don't need to scroll down and search for all the download links ?


Come on Canute it's good exercise for the fingers to do press ups on the mouse to get to the download link!  ::)

I may sort it out later when I release Rimmu-Nation² - Weapons since we'll have more things to download then
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 21, 2021, 10:10:08 PM
DOWNLOAD LINK IN FRONT PAGE

Okay so before I slept I decided to burn through sleep time. Here's to hoping I don't get in trouble tomorrow by oversleeping on the job.

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

Osprey Mk III body armour pouches removed, I believe it looks better and it's intended to be worn with webbing anyway despite having MOLLE. (Webbing comes later)

(https://i.imgur.com/xNBX8cS.png)

5.11 Balaclava added, was a pain cause it kept rendering above helmets, turned out I just had to change the defname for some reason since calling it something like 511B made it become prioritised above other headgear

Rimmu-Nation² - Weapons added. Yes you read that correctly, your eyes do not decieve you.
(https://i.imgur.com/1hDeGlq.png)

(https://i.imgur.com/IoDPAX5.jpg)

(https://i.imgur.com/424Bezh.jpg)

Ironically spent so much time making the weapons HQ they had to be downsized in game cause the knives and handguns were too big.

Rifles had to be sized down too cause they were too big. I'm thinking I might as well change all these to 256x256 but keep working on the 512 canvas.

Few weapons missing, i.e. STI 2011 Combat Master, Remington 870 and MP5. Also the workbenches and whatever are slapped onto vanilla for now, just like clothes. I had to stick to original "RNApparel" and "RNGun" naming system in defs for the .xml coding since I didn't realise I already did that for clothes, so it's too late to call them "RN2" for those of you spawning them in dev mode. This message is really for guys using Rimmu-Nation original version, spawning the items will get confusing cause the system is similar but not quite the same.

That's all she wrote, yes Canute I'll sort out the download link later, right now I really have to pee and sleep. Preferably not at the same time.




EDIT: Yes, yes the Rimmu-Nation² - Weapons mod size folder is too big, that's because the original versions (of the texture) take a lot of space and I've had to keep their backup while using the downsized versions. As stated, my planned solution for these mods is to downsize further to a 256x256 canvas. Ironically the problem I have now with remastering is there's too much quality that it can cause problems for the long term players with hundreds of mods, so I have to reduce quality. One of the most narcissistic sounding statements I have made. "There's too much quality." Sorry lads, gonna bang them out tomorrow.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 22, 2021, 04:59:17 AM
(Work In Progress)

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

Working on the M416 this morning, gonna go office for our final CQB lesson. Tomorrow is the exercise, feeling the pressure to make sure I don't make another mistake like last week and get in trouble. Gonna get things done then go finish this, sleep and whatever. Cheers all.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 22, 2021, 05:47:12 PM
Rimmu-Nation² - Weapons updated, download link in front page Canute, come on lad

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

Done version. Correction "HK416" cause some video games called it "M416" i.e. PUBG and Battlefield so I got into that habit of calling it by that other name. Anyway, didn't mention this but I finished the new SOFLAM texture a while ago:

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

(https://i.imgur.com/3WZLzy1.jpg)

So in this new update:
Rimmu-Nation² - Weapons:
- MP5A2 added
- Remington 870 MCS added
- STI 2011 Combat Master added
- HK416 added
- SOFLAM added

(https://i.imgur.com/aXo1rzG.jpg)

SOFLAM isn't a separate weapon system anymore, it goes in your tiny little hip just like the other bombardment targeters in the game so you can look freakin' tacticool walking around with an oversized looking telescope by your side. Sure as hell impractical in real life, which is why it goes in a haversack, but who cares? You look ally as fricc dude.

(https://i.imgur.com/Nbf7h9N.png)

Worn version, with the cap covering the lens



[EDIT: Details removed due to OpSec]


EDIT: Forgot to mention, deleted original 512x512 textures from the mod folder of Rimmu-Nation² - Weapons to save space. Will think about size reduction of textures later for reducing memory usage stuff

EDIT pt 2: The Ludeon Boogaloo - Skynert buddy I know I said I was gonna do G36, and I'll yield and do the G36K just because it's you. I was gonna do it next but it intimidated me with all its unique shapes and details so I've been sticking to common and simple-ish designs. I'll try get it done this week, always aim for a new armour and helmet during weekends but I try do weapons everyday if it isn't busy
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 23, 2021, 07:44:41 PM
(https://i.imgur.com/7zaVP0C.png)
Found this in the garage before we went, a Mk 7 helmet which is the same colour in the mod and without a helmet cover.

[EDIT: Details removed due to OpSec]
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on February 24, 2021, 11:44:24 AM
I'm personally not fond of military training and/or jokes, but I like the items in the mods. Mostly. Weapons are cooler than ever, but something in the armors makes me feel like they're a bit blurred and bland. Probably the way actual stuff is supposed to look. Just personal opinion here. About Rimdeed - I find it to be a very good idea. Not sure if I would pay money for that though. Good luck on your training, people are actually reading your "stories". Well, some of them, at least.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 24, 2021, 09:54:41 PM
Mod Idea Pitch:
"[RH2] Online Marketplace" (Name is subject to change)
(https://i.imgur.com/I4BWD3G.png)

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

(https://i.imgur.com/Z0vRePX.png)

  • You have access to the Comms Console, and a new option "use Rimbay marketplace" is available
  • Rimbay allows you to make used item purchases for the delivery fee of $500 (price subject to change)
  • Item health will range from 50% to 100%
  • Meals and raw ingredients (meat and vegetables) except survival packaged meals will be banned from sale.
  • Luciferium will be banned from sale.
  • Purchases will have a 1-7 day delivery delay
  • Sales will have a 1-7 day payment delay but your item is taken immediately
  • Upon purchasing or selling you will receive a confirmation everytime the "accept button" is clicked to confirm your order or sale payment, and that they will arrive within 1-7 working days detailing what item was sold or purchased and how much was spent or will be paid. Delivery fee charge of $500 is included.
  • When purchase or sales fund arrives, you will be given a confirmation through a positive incident letter "Rimbay: Delivered"
  • Archotech and other high tier items will be tagged "Very expensive"
  • Rimbay online marketplace item stocks will change every 4-7 days

Note: Prices will depend on item quality, some item categories being more expensive but the previews do not reflect actual prices.

Question:
What do you guys think about Rimbay? Already wrote the order for Rimdeed to Taranchuk the coder. Here's to hoping it doesn't cost me over 100 USD to make, but I'm hoping Rimbay will be freakin' epic. Imagine buying a used nuclear weapon over there and getting annoyed that it's been 3 days and your order hasn't arrived yet. It'll be funny.



Quote from: MrBriggs18 on February 24, 2021, 11:44:24 AM
I'm personally not fond of military training and/or jokes, but I like the items in the mods. Mostly. Weapons are cooler than ever, but something in the armors makes me feel like they're a bit blurred and bland. Probably the way actual stuff is supposed to look. Just personal opinion here. About Rimdeed - I find it to be a very good idea. Not sure if I would pay money for that though. Good luck on your training, people are actually reading your "stories". Well, some of them, at least.

I appreciate that, not everyone likes everything I put out, I just can't help it now cause this is what I do. I find it cathartic to write the stories here sometimes cause it gets stressful here being away from family and not having anyone to talk to. I'm living on my own now and it's all new to me, there's nobody to tell how my day was except for some of the readers here (if they were interested) so I just put it out if possible.

As for the comment about body armour, it can't be helped they come out blurrier in game but I've tried to replicate vanilla style best I can. No inner black lines and different shades of colour. I understand its harder to see especially cause everything is either brown or green but that's just how it is, especially when zoomed out. After all, the stuff is meant to be camouflaged


Still busy today guys, no art or updates. Did send the order for Rimdeed, and another planned Rimbay expansion if it works out. Haven't got much time left, but I played enemy again today and will do so again tommorrow. Shot good guys, got shot by good guys, much pain, much cheddar and onion crisps and water, not much sleep. Goodnight
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on February 25, 2021, 11:18:49 AM
I'm not sure about this idea really. If the fee is too big, then it'll be pointless to purchase stuff here, since it will not just cost more in the end but will also be damaged already. Need to be careful with numbers. The armor, well, I'm not a big fan of vanilla style. Camouflage part makes sense though, I guess. Good luck on your training and don't get shot in the head - you'll need that part for later.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on February 25, 2021, 11:36:38 AM
I find your stories interesting( also to read how other armed forces do their stuff)

Regarding the shopping mod idea: I use a system roughly like that but it gives me x amount of specific item from your weapon mod f.e but with random quality. A system like yours where I can specifically order item x in y quality is neat. In the end, it all depends on the price and your liking of the mod I guess.

Question on the side: how far/much issued is the virtus kit?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 25, 2021, 09:59:00 PM
(https://i.imgur.com/RLSffr3.png)
As said I would, I was gonna work on the G36K. It's still in progress, gonna sleep cause I have to wake up 0830 to clean rifles and pistols all day long. Oh yeah.

(https://i.imgur.com/csJiTq8.gif)

And no the magazine isn't an image, it was painted over as well with the eyedrop tool being used heavily

EDIT: Correction, the small plastic "hole" near the rounds on vector art hasn't been painted over yet so that stuff is part of the image, big oof.


[EDIT: Details removed due to OpSec]


Quote from: MrBriggs18 on February 25, 2021, 11:18:49 AMI'm not sure about this idea really. If the fee is too big, then it'll be pointless to purchase stuff here, since it will not just cost more in the end but will also be damaged already. Need to be careful with numbers. The armor, well, I'm not a big fan of vanilla style. Camouflage part makes sense though, I guess. Good luck on your training and don't get shot in the head - you'll need that part for later.

Could always reduce the fee to something else or just have no fee. Rimbay is always online so long as there's power and a comms console so that's its advantage over any other trader. I did get shot in the head, face and eyes from these lads but GSR and helmet made me feel none of that. You feel it on your arms and legs most cause they have the least layers in terms of clothing, so they aimed for that if they wanted to get cheeky. I got double tapped by 3 guys with half a mag of C8 for doing a last stand with a pistol after getting shot in the leg. Good times.

Quote from: Rocket_Raccoon on February 25, 2021, 11:36:38 AMI find your stories interesting( also to read how other armed forces do their stuff)

Regarding the shopping mod idea: I use a system roughly like that but it gives me x amount of specific item from your weapon mod f.e but with random quality. A system like yours where I can specifically order item x in y quality is neat. In the end, it all depends on the price and your liking of the mod I guess.

Question on the side: how far/much issued is the virtus kit?

Happy you do bro, when I screw up badly (like I did above) I find some peace in venting it out here in the forums, I find it funny later when I read it back.

Rimbay - item qualities will be randomised cause vanilla already does that.

[EDIT: Details removed due to OpSec]


(https://i.imgur.com/iOI6KrG.png)

Note on body armours: Have considered it, may redo them all because I don't like how Briggs doesn't like it and I want it done right. Especially because I realised the magazine pouches on 5.11 TacTec is on the right side of the plate carrier, when most of the ally bods I see have the mag pouches on their left side since you are told never to take your main hand off the pistol grip (commonly the right hand). To those who don't know why, it's in case an enemy shows up, you can still have your hand near the trigger instead of having to flap about and possibly get filled in

"You either do it right, or you do it again until it's done right."
- CPL Shmillsy 2020 (Not his actual name)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on February 26, 2021, 12:25:17 AM
Yeah, have seen a fair bit of virtus kit on ebay, hence asking since f.e german i.d.z stuff you don´t find imo that plentiful/often. But then again, the Bundeswehr is a story on its own regarding funding/equipment  ::)

In regards to the plastic knobs/studs on the g36 mag, those should be the ,,clips" to put two or more mags together jungle style. Sig 550+ mags also have that feature afaik.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 26, 2021, 04:07:49 PM
Rimmu-Nation² - Weapons updated, download link in front page Skynert Rocket_Raccoon, come on lad

(https://i.imgur.com/FCpPCc4.png)

Ladies and German rifles, I present the G36K. Only two textures produced this week, busy week. Did not want this to be the only thing I finish this week so I also threw in something easy.. No not a pistol, a knife.

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

Ladies and Vietnam veterans, the "First Blood" survival knife. Oh yeah. Absolutely rushed texture but doesn't look half bad for an hour job.

(https://i.imgur.com/RI4zWaX.jpg)

Quick knife balancing mafs:
Eickhorn Recondo - Fastest cooldown with the least damage
KABAR - Slower knife than Recondo for stabbing but more damage
First Blood - Slowest knife for stabbing but most damage

This only applies for stabbing, I believe all their slash and handle blunt damage are the same.

P.S. Was a coincidence I am nicknamed "Rambo" in the office now (cause I shot a friendly during ex) and I choose to do the knife from First Blood, wanted to do it since I did KABAR. Pretty tacticool.

Quote from: Rocket_Raccoon on February 26, 2021, 12:25:17 AMYeah, have seen a fair bit of virtus kit on ebay, hence asking since f.e german i.d.z stuff you don´t find imo that plentiful/often. But then again, the Bundeswehr is a story on its own regarding funding/equipment  ::)

In regards to the plastic knobs/studs on the g36 mag, those should be the ,,clips" to put two or more mags together jungle style. Sig 550+ mags also have that feature afaik.

[EDIT: Details removed due to OpSec]. It's alright, I can share the pain with you lot by not having dual mags on your rifles in this Rimmu-Nation² update. Will think more about work and more mods later, wanna rest.

Cheers all!

P.S. If your balaclava renders above helmet, I was told that all you have to do is wear the helmet first and it'll be fixed. Cheerio.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 27, 2021, 09:14:14 AM
Rimmu-Nation² - both mods updated, download link in front page

(https://i.imgur.com/r46qjni.png)
L96A1, added to Rimmu-Nation² - Weapons.

Note: Found it slightly more difficult than most of the other weapons I've done, only had a low resolution reference (as seen in the outlines) so I had to do extra work and some details weren't really easy to see

(https://i.imgur.com/tr8zP6f.png)
5.11 TacTec redone, just swapped the pouches. Decided it didn't need a redo since it looks good anyway.

Magazines in off-hand makes me sleep better at night

(https://i.imgur.com/pDhd4xf.jpg)

Preview in game.


(https://i.imgur.com/aKDRUB9.png)
M9A1 Work In Progress. Just broke it down to multiple colours.


(https://i.imgur.com/mR60Bof.png)
Worked on M84 stun grenade last night, trying to get it to be a belt layer item you can use as a secondary just like the Vanilla Expanded version grenade belt but right now it's not coming out with the desired results.

Here's other textures for it:
(https://i.imgur.com/gADxoL2.png)
(Thrown)
(https://i.imgur.com/NQIAClO.png)
(Belt)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on February 27, 2021, 11:06:05 AM
My opinion on the armor textures isn't exactly valuable since as far as I know, most of the Rimworld community goes nuts after vanilla-like style, unlike me. Though it's a bit hard to tell what's the real situation when there's so few people actually talking. Cool new guns, by the way.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 28, 2021, 08:49:12 PM
(RH2) Rimdeed® - Pawn Recruitment
mod release

(https://i.imgur.com/4iP1aMs.png)
DOWNLOAD LINK (https://drive.google.com/file/d/1WHYNRDJQAh7MbsrlLYa3ahmwi3OxXmiH/view?usp=sharing)
(Download link in front page and the image above)

QuoteDescription:
What is Rimdeed®?
Rimdeed is an online comms console service that allows businesses to seek job applicants. Our online CVs offer just enough information about the jobseeker so our clients can hire a new beloved member of their team!

How to use:
* Use Comms Console and select "Use Rimdeed recruitment website"
* $5,000 cost to advertise your business, guaranteed 1-5 applicants within 1-3 days.
* Accept and reject as many applications as you want!
* Try our FREE Trial! 1 guaranteed application for your business. (Refreshes after 90 days)

Customer FAQ:
* Is Rimdeed compatible with Combat Extended?
- Rimdeed® prides itself with being compatible with Combat Extended.

* Is Rimdeed compatible with other faction mods and races?
- Rimdeed® believes in equal opportunity, therefore applicants from other factions and races are allowed to use our service!

* Can I enable Rimdeed mid-save
- Yes, you can safely enable Rimdeed mid-save.

* Can I remove Rimdeed mid-save?
- Yes, you can remove Rimdeed mid-save however you may receive errors especially if you are pending applicant arrival. Simply ignore the errors and move on after removal.

* Can I sell my pawns in Rimdeed?
- No. Rimdeed® is not a human trafficking service.

* Can I get a refund? I did not find an applicant I like!
- Rimdeed® does not offer refunds for its service. We cannot be held responsible for the quality of applicants that our clients recieve. Upon using our service, you agree with our Terms of Service.

* I want to speak to the manager?
- Rimdeed® customer support is managed and run by exactly one muffalo, Mr. Fluffles the Team Lead. Any and all complaints will be redirected to Mr. Fluffles. We will send you a confirmation email to look into the issue and an investigation will be conducted.

Legal Disclaimer:
Rimdeed® does not offer refunds for its service once employers have agreed to pay by clicking the purchase button. We are not responsible for the quality of applications that are received by our clients. We have the right to reserve our jobseekers' personal information including medical records for data protection purposes. Any and all information in the jobseeker's CV are given with written consent. Rimdeed® cannot be held responsible for any potential cannibalism, workplace fires, organ harvesting, lack of tables and other workplace related incidents both caused by and inflicted on jobseekers once they have been accepted by their new employer. Rimdeed® is in no way affiliated with any other company that exists outside of the outer RimWorlds and cannot be sued because our GlitterWorld lawyers do not want to visit other planets.

Previews:
(https://i.imgur.com/tEx3qin.jpg)

(https://i.imgur.com/jTKQTZ9.jpg)

(https://i.imgur.com/vFoQvAk.jpg)

(https://i.imgur.com/fTNTHlV.jpg)

(https://i.imgur.com/jWVpmey.jpg)

(https://i.imgur.com/vNMWMKc.jpg)

Quote from: MrBriggs18 on February 27, 2021, 11:06:05 AM
My opinion on the armor textures isn't exactly valuable since as far as I know, most of the Rimworld community goes nuts after vanilla-like style, unlike me. Though it's a bit hard to tell what's the real situation when there's so few people actually talking. Cool new guns, by the way.

Nah my friend, feedback is valued here. Cheerio




Big shoutout to Taranchuk who made this mod possible!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on March 01, 2021, 02:57:17 AM
Without try out rimdeed so far i allready got a suggestion.
It look's like you get 1-5 random pawn.
But at last myself i would like to choose one or more categories.
Like need a skill of x in y.
Need passion/burning passion in y
One search criteria should be free, and adding further ones would cost extra.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 01, 2021, 01:23:54 PM
(RH2) Rimdeed® - Pawn Recruitment
mod updated

(https://i.imgur.com/kq8dbgK.png)
DOWNLOAD LINK (https://drive.google.com/file/d/1WHYNRDJQAh7MbsrlLYa3ahmwi3OxXmiH/view?usp=sharing)
(Download link in front page and the image above)

- Customer service added
- 1-5 applicants changed to 2-5 with service
- Grammar fixes for CV




Quote from: Canute on March 01, 2021, 02:57:17 AM
Without try out rimdeed so far i allready got a suggestion.
It look's like you get 1-5 random pawn.
But at last myself i would like to choose one or more categories.
Like need a skill of x in y.
Need passion/burning passion in y
One search criteria should be free, and adding further ones would cost extra.

A bit too costly to implement sadly Canute, customer service, a simple joke feature alone cost 20 bucks. I may have to reserve it as a possibility in the future or leave it out completely




EDIT:
Rimdeed updated
- More CV related fixes

Update #2
- More CV fixes
- Rimdeed main page logo changed
(https://i.imgur.com/NMZMatV.png)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 02, 2021, 05:08:05 AM
Oh my, I dont recieve notification and miss 2 pages. Sorry, it all looks great. One question, if I add Rimmu-Nation² too my current save how much it broke my colony? You know, I prefer steam workshop becouse it's self update. And this G36 is awesome! My second favourite rifle, first is P90 becouse StarGate SG-1. I wish for real StarGate teleporter in my Rim ;/

(RH2) Rimdeed® - Pawn Recruitment

Subscribed and add to favourite, my Desert_Shithole_Town_1 now have acces to professional organ donors security, with is nice.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on March 02, 2021, 06:35:13 AM
Quoteif I add Rimmu-Nation² too my current save how much it broke my colony?
Add mod's with item's to an existing game shouldn't made any problems. Problems only happen when you remove such mods ! :-)
But just to be safe, keep the old safegame.
When a mod add new faction they don't appear, except you use (pre 1.2) Faction Discovery or for 1.2 Vanilla Expanded Framework so new faction will discovered over time.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 02, 2021, 10:51:21 AM
Quote from: Canute on March 02, 2021, 06:35:13 AM
Quoteif I add Rimmu-Nation² too my current save how much it broke my colony?
Add mod's with item's to an existing game shouldn't made any problems. Problems only happen when you remove such mods ! :-)
But just to be safe, keep the old safegame.
When a mod add new faction they don't appear, except you use (pre 1.2) Faction Discovery or for 1.2 Vanilla Expanded Framework so new faction will discovered over time.

Yea, I know but I use Old Rimmunation stuff in my current playthrough
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on March 02, 2021, 11:52:01 AM
So far i see is Rimmu-Nation² a new mod and don't replace any of the old ones.
You might have some item's with the same name if Rimmu-Nation² add similar ites like you allready got at Rimmu-Nation, but i don't think that should be a problem, but it depend how CP defined these items.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 02, 2021, 02:11:32 PM
Ill wait for Chicen for answer

A'propo why i love P90


https://www.youtube.com/watch?v=NjlCVW_ouL8
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 03, 2021, 12:25:25 AM
Focus has been diverted to Rimdeed and other things outside of the fighting equipment fellas, my apologies. I have a broken-ish Rimdeed update I won't upload here yet, I regret updating the one on steam in fact. We'll have it sorted by tommorrow.

Quote from: Skynert on March 02, 2021, 02:11:32 PM
Ill wait for Chicen for answer

A'propo why i love P90


https://www.youtube.com/watch?v=NjlCVW_ouL8

All the Rimmu-Nation² items have been designed to have new defnames, they're not gonna overwrite anything because they are new items. That's the problem. I wanted people to leave the old stuff and use the new stuff but there's not enough content for it yet.

Balancing is totally the same with RN projectiles using the same defnames and stats and etc, apart from a few minor changes like body armours and helmets being nerfed in terms of giving less bonuses and helmets slowing you down this time.




Gotta go sleep, not much to say cause I'm exhausted. God bless you all.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 03, 2021, 04:11:24 AM
Quote from: Chicken Plucker on March 03, 2021, 12:25:25 AM
Focus has been diverted to Rimdeed and other things outside of the fighting equipment fellas, my apologies. I have a broken-ish Rimdeed update I won't upload here yet, I regret updating the one on steam in fact. We'll have it sorted by tommorrow.

Quote from: Skynert on March 02, 2021, 02:11:32 PM
Ill wait for Chicen for answer

A'propo why i love P90


https://www.youtube.com/watch?v=NjlCVW_ouL8

All the Rimmu-Nation² items have been designed to have new defnames, they're not gonna overwrite anything because they are new items. That's the problem. I wanted people to leave the old stuff and use the new stuff but there's not enough content for it yet.

Balancing is totally the same with RN projectiles using the same defnames and stats and etc, apart from a few minor changes like body armours and helmets being nerfed in terms of giving less bonuses and helmets slowing you down this time.




Gotta go sleep, not much to say cause I'm exhausted. God bless you all.

I always use at least 2 gun mods sooo... I think I can change for new Rimmunation becouse my people are using Sharp SticksTM
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 04, 2021, 10:26:05 PM
(https://i.imgur.com/fRvg11a.png)
(RH2) Rimdeed® - Pawn Recruitment
mod updated
(Download link in front page and the post above)

- Trade In system added
- Ban system for getting jobseekers killed within protection added
- New service package types added
- More CV variants
- About.xml tweaks
- New moodlet for hired jobseekers
- New moodlet for selling pawns to Corporate Hubworld
- Some bug fixes
- Mod settings added

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

* Will Trade In with Rimdeed cause "sold to slavery" negative moodlet?
- Employees sent to the Corporate Hubworld, will be taken care of and provided high quality facilities for the benefit of sending them to future employment that they are consenting to and are given incentive to apply for. This therefore sets a mutual understanding between all of our clients, that Rimdeed® publically condemns the slaver industry and is an official business that conducts things according to what the laws require.

* What is the Corporate Hubworld?
- The Rimdeed® Corporate Hubworld is where we take former slaves and other offworld employees. Rimdeed® believes in delivering quality of care to every employee who we highly value due to the profits they generate. Our facilities have single housing accomodations, five-star dining, recreational facilities and GlitterTech level medical treatment. During their stay in the Corporate Hubworld they will undergo training to become effective team members for when they progress to a new career.

NOTE:
If you've been using this non-DRM copy for your save, simply ignore the error regarding something not being found. It is because the silver package has been moved to a new webpage in-game. Safe to ignore.




(https://i.imgur.com/B2BB78c.gif)

"Chicken where is my tacticool gear, where the frick have you been?"

Been tired and busy running around doing more maintenance for Rimdeed. Managed to make it to front page top 3, haven't had that for a while since VOID Faction mod was released.

Been working on some new business ideas:
(https://i.imgur.com/ImJvNGC.png)

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

Pepperoni classic flavour
(https://i.imgur.com/Uz9FJoh.png)(https://i.imgur.com/82gLzGn.png)(https://i.imgur.com/3ZLy9gX.png)
Boomrat BBQ flavour
(https://i.imgur.com/Rj3AeDG.png)(https://i.imgur.com/IApQXMX.png)(https://i.imgur.com/nlBfhML.png)
Vegetarian flavour
(https://i.imgur.com/7RTDJhs.png)(https://i.imgur.com/gmQbo56.png)(https://i.imgur.com/Ft03D7W.png)
Hotwings side meal
(https://i.imgur.com/1si3gzs.png)(https://i.imgur.com/sjQMl4G.png)(https://i.imgur.com/MRp9aeD.png)
Bepsi
(https://i.imgur.com/3C2cTyy.png)(https://i.imgur.com/M9JpIuJ.png)
Tanfa
(https://i.imgur.com/M3PaDYi.png)(https://i.imgur.com/hWaliLi.png)
Dr. Phoebe
(https://i.imgur.com/2ybZBtY.png)(https://i.imgur.com/IZWKopV.png)
Mecha-Cola
(https://i.imgur.com/ufc2fMP.png)(https://i.imgur.com/NWwCLI2.png)
Blight
(https://i.imgur.com/Y67wqWs.png)(https://i.imgur.com/4t98jQn.png)

Delivery outfit:
ProTec Prime Pizza Time bike helmet
(https://i.imgur.com/fSPfLq1.jpg)

Mountain Warehouse Merlin backpack
(https://i.imgur.com/B2RHQq8.jpg)

(https://i.imgur.com/QSOLl0b.png)
"Pizza Time" - Spider Parker 2002

Pizza Time - Fast Food Service
- Online delivery
- Fast food hediff effects when consumed, slowing down metabolism, blood filtration, movespeed etc.
- Drink hediff effects, slower restfall speed, faster movespeed, addiction etc.
- Uniform
- Pizza delivery job, maybe with salary or simple quest events

What stresses me out is, I start a small mod idea and it turns out great but I'm bombarded with a lot of people, often from steam wanting to pitch something in not realizing how expensive or difficult their suggestion is. Sometimes it can get overbearing. I was just doing this Pizza Time mod and was bombarded with suggestions to make NPCs use visitor AI and drop the pizza and this and that like it's the easiest thing in the world. Not that easy folks. I understand suggestions are good but the way I counter sometimes and explain why it can't be done only to be given the short refute ended with "easy." retort drives me insane, partly cause of sleep deprivation from the mods.

I'll get on going, very tired tonight and I have a meeting that I can't miss this time with someone important. Cheers all

P.S. Couldn't find Peter Parker's exact helmet model so I found ProTec who happens to also do bike helmets. I am doing some online service mods to make it easier for people to focus more on fighting and less on production and micro management, however I've been doing my best to find downsides from choosing these easy access systems.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on March 05, 2021, 02:55:55 AM
I just try to remeber what MMORPG got the /pizza command, which redirect you to Pizza delivery. :-)

QuoteCouldn't find Peter Parker's exact helmet model
No spiderman delivery service ?
Since Peter is allways broken (before he got sponsored by Stark), Spidy courier service could be the fastest in the town.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 06, 2021, 02:37:55 AM
Rimdeed updated
Download link in post above or front page
- Reduced Trade In pawns in generation to minimize lag upon opening trade screen
- CV additions
- 404 ERROR made more obvious that it's part of the mod, not a real error




(https://i.imgur.com/ebcFcw6.jpg)

About a year or two ago we were talking about the "Wasteland Republic" which was supposed to be a faction based on the NCR.

What sparked the old interest in this vanilla based faction that I used to play as in the A15 days, is when someone voted for me to prioritise faction mods. I thought "What faction would be the easiest to release first? Can't be this.. or that.. what if.."

And then it hit me, it's gotta be one I haven't shown everyone yet, and it's gotta be one with the most vanilla looking designs. The Wasteland Republic Rangers.

I'm thinking about changing the name of their faction, but I can't think of a better replacement.

(https://i.imgur.com/PJJiISe.jpg)

Added handkerchief scarf and ranger badge accessories

(https://i.imgur.com/kaKmLER.jpg)

Ranger Duster

And last but not least, based on Betty Lester's old designs:

Old Designs (around 2018-2019):
Quote(https://i.imgur.com/QO5SL02.png)(https://i.imgur.com/jJT7Y5B.png)(https://i.imgur.com/i8Kdezx.png)
(https://i.imgur.com/IwFW9Dw.png)

(New version, with the Vigilante Helmet) (No armour planned at the moment.)
(https://i.imgur.com/eXYVP6S.jpg)

Betty Lester is the ranger who started this organization. She is someone who was a part of a republic that fell, a sole survivor that believed in a sense of justice and making sacrifices in order to do what is right. After having lost all of the people she knew, she lived a life as a ranger cleaning up towns and becoming a folk hero around locals. To them, she didn't need to make a difference to the whole world because the differences she's made through her choices meant the whole world to them.

It's a very goodie two shoes faction, and I've noticed the trend lately of Rimdeed and my recent mods in development being very wholesome and departs more from the edgy, gritty, low saturation dark themes of the modern age and the wars being waged by shadowy organizations and governments. I just felt like maybe this is the kind of stuff a lot of us need right now, going back to the old ideas of what brings hope, and the good ol' fashioned "by the books" kind of heroes that have a sense of morality that isn't overshadowed by multiple shades of grey. Pizzas and fizzy drinks, badly written job applications inspite of a world full of raiders and organ harvesting. I thought to me, we live in a very cynical age and things seem to be getting bleaker, and subconsciously this has lead me to producing some mods lately that are very "goodie goodie" type, especially with the Sam Raimi Spiderman references, because those movies in of itself were very bleak if you think about it, yet our protagonist managed to rise above all the hell thrown at him. He wasn't a hero because of the powers, he was a hero because he didn't need the powers to be the person he turned out to be. He just needed to keep going, and to keep trying to be better than who he was when he first began.

The Vigilante Helmet has combined designs of DOOM's raven helmet, HALO's recon armour helmet and the clone wars helmet attachments, visor and radio. It makes for a scrapyard look. I don't know if I should do a body armour, perhaps a power armour that dusters can go over.

Right now this faction is having an identity crisis, what exactly is it trying to be?

It can't be the NCR, it's been done. Their weapons are cold war, some sci-fi suggestions for the elite pawns. It can't be both NCR, old western and cold war.

Weapon pool:
Ruger Red Label shotgun
Winchester Model 70 rifle
AR-15 (original wood stock design)
Colt Walker (The revolver from Marty Robbins' Big Iron song)
Sci-fi revolver* (* means may be removed)
Sci-fi sniper rifle*

Apparel pool:
Ranger Duster
Ranger Hat
"Vigilante" Helmet
Sling Haversack
Haversack
Ranger badge
Handkerchief scarf*

Very tired, thought to share my thought process on the recent mods in development. I wanted a break in the super bleak future that is VOID (that was a metaphor too) and the inevitability of the Red Horse story leading to all the factions having to deal with them. In this mod series (my head cannon) cannon, it always began with the player's vanilla faction, in this case my one were the Wasteland Rangers. I think it's a perfect time to introduce them, especially now that I know I can get the feeling of their faction right because of the new art style I'm doing.

Of course, I can't end on talking about good and greatness without mentioning God. Things do get hard, with everything going on, the pandemic and other things to worry about. It's nice to know there's good out there, and it's all handed down by God. I'm grateful for him and I will continue praying for even you guys. I'll get to bed now, stay safe, stay healthy and God bless. That's Michael Franzese line, sorry lads




Quote from: Canute on March 05, 2021, 02:55:55 AM
I just try to remeber what MMORPG got the /pizza command, which redirect you to Pizza delivery. :-)

QuoteCouldn't find Peter Parker's exact helmet model
No spiderman delivery service ?
Since Peter is allways broken (before he got sponsored by Stark), Spidy courier service could be the fastest in the town.

Look Canute, nobody is stopping Pizza Time. Not even Randy




Rimdeed update 0.22

- Ban description tweaks
- Ban description grammar fixes
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 06, 2021, 04:55:23 AM
QuoteThe Vigilante Helmet has combined designs of DOOM's raven helmet, HALO's recon armour helmet and the clone wars helmet attachments, visor and radio. It makes for a scrapyard look. I don't know if I should do a body armour, perhaps a power armour that dusters can go over.

I know that I saw that designs somwhere :)

Names... Oh my for me it's always problem. When I neeed in my novel name dreadnought's for example, it's hard to make something original, so I name them from highest Earth mountains,
Everest for example. You want Rangers to be good good guy's. Maybe... call them Betty's Rangers? Like those good mercs from Fallout 3 - Relly's Rangers
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 06, 2021, 08:52:01 PM
Rimdeed updated
Download link in front page or post above!
- Fixed BUG with Trade Ins not appearing when game starts
- CV grammar error fixes





(https://i.imgur.com/ZszeH9s.png)

Been running around doing textures, developing two mods at a time.

(https://i.imgur.com/znyRUb0.png)
- Finished all Ranger Dusters. Finally! Will refer to them as Wasteland Republic until I think of a better name. I like Skynert's suggestion but Betty would be the kind of character who wouldn't want her name in the group.

Worked on more Pizza Time assets:
"Dire Raid" (Special thanks to DkPepper for the name)
(https://i.imgur.com/9d4LNS2.png)(https://i.imgur.com/k51RCSt.png)
"Don't Shoot"
(https://i.imgur.com/BAsvWSz.png)(https://i.imgur.com/TC02XVN.png)

Those are the last of the beverages, they are based on the drinks you can actually get from Dominos pizza here in UK. It's quite a selection.

Hawaiian (Forbidden) Pizza - Most controversial content I've ever made #There'sNothingWrongWithPineappleOnPizza
(https://i.imgur.com/5Nr6oaF.png)(https://i.imgur.com/IAIHRSu.png)(https://i.imgur.com/WzEyA2u.png)

"Chump's Meal" "See ya chump!" - Pizza Parker 2002
(https://i.imgur.com/MiWaqJ7.png)(https://i.imgur.com/K18o0An.png)(https://i.imgur.com/y30b8nt.png)

"Chump Borger"
(https://i.imgur.com/bFeEfrd.png)(https://i.imgur.com/kdZTebU.png)(https://i.imgur.com/X3Yg4P7.png)

Greasy Cookies Dessert for you guys who just finished a whole box of pizza and hotwings by yourself. The bloody cookies they serve here are so greasy, it makes me think about a future heart attack
(https://i.imgur.com/vt27ZkL.png)(https://i.imgur.com/yRdpFoX.png)(https://i.imgur.com/zx3S10I.png)

Hotwings The staple pizza side. A measly small amount of hotwings, probably made of Emu. I redid the boxes to better fit the content inside.
(https://i.imgur.com/hx5Qpwe.png)(https://i.imgur.com/GfHKgSI.png)(https://i.imgur.com/QIwLZS6.png)

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

That's all for now, still finishing up the Vigilante helmet, leaning towards making a Vigilante body armour or I may call it "Vigilante Mesh" or whatever something cool.

Quote from: Skynert on March 06, 2021, 04:55:23 AM
QuoteThe Vigilante Helmet has combined designs of DOOM's raven helmet, HALO's recon armour helmet and the clone wars helmet attachments, visor and radio. It makes for a scrapyard look. I don't know if I should do a body armour, perhaps a power armour that dusters can go over.

I know that I saw that designs somwhere :)

Names... Oh my for me it's always problem. When I neeed in my novel name dreadnought's for example, it's hard to make something original, so I name them from highest Earth mountains,
Everest for example. You want Rangers to be good good guy's. Maybe... call them Betty's Rangers? Like those good mercs from Fallout 3 - Relly's Rangers

Very cool suggestion, but I do know it's one of those things were Betty Lester's character would outright refuse and even put it in her death will because the rangers were never about any individual person, she would believe that it's about the people. I know it's all cheesy Mary Sue stuff, but I enjoy cheesy goodie two shoes stories cause oftentimes the hero faces the greatest challenges when they're offered to compromise in such a world full of adversity and evil. I'm gonna stop blagging on about that for now, but we'll think of a name later, hopefully by the time all their gear is done it'll be ready

P.S. you made me look up old Fallout 3 lore now, very enjoyable!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 07, 2021, 02:58:57 AM
(https://i.imgur.com/Zysp0uZ.png)(https://i.imgur.com/fIxck4E.png)(https://i.imgur.com/b757e7A.png)(https://i.imgur.com/FndcW4K.png)

"Vigilante Helmet"
This is the colour I've decided on and it closely mirrors the originally planned colour. I didn't want it to be too close to the NCR colour, despite a red visor looking pretty cool, it just ripped the identity away because everytime I saw the helmet, I saw what I felt like was a rip off.

(https://i.imgur.com/NiS36Ti.png)

"Colt Walker"
Ladies and Cowboys, the Colt Walker. I read that it is the weapon referenced in Big Iron by Marty Robbins, and it's what Marty was holding in the album cover. If I'm wrong I'll just cry about it later.

(https://i.imgur.com/1nsE118.gif)

Planned items:
- A holster that possibly produces a shield belt you can shoot out of, but it won't be as strong as the UAC or VOID belts.
- Badge
- Vigilante Armour. Has to be original, not gonna be easy.

I'll go sleep folks, goodnight
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 07, 2021, 05:13:17 AM
I like Hawaiian pizza. Hmm maybe it's a reason why I also like our WarCrime Simulator... I mean... Rimworld!

Colt looks nice, but i really want that duster. You know that I prefer Rimmunation over other guns mods even when I have them, but I also use 1 kind of AR for example AK-47, one kind of pistol etc. I mean my pawns are using AK's even if my armoury is full of other guns. On current save i "stole" 4 LAW launchers from drunked muffalo who entered my chemshine stash. Few days later mechs attack (Thanks Oscar from VFE team ;p) They wiped out half of colony becouse I forgot about those LAW xD Reload time. I also forget that I can still call for support from Military Furniture.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 07, 2021, 02:05:05 PM
(https://i.imgur.com/SNDGuL5.png)(https://i.imgur.com/l8GSP1a.png)
AUGUR Sling Canvas Bag:
Rangers travel light, it helps to keep a low profile patrolling the outer rim towns. Sling bags and messenger bags are the go to for Rangers, they're also in fashion among their group because they look purty rootin' tootin' tacticowboy

(https://i.imgur.com/YpYjp5P.png)(https://i.imgur.com/7Bbqs56.png)
Muffaberg Root Beer. A once obscure family business harassed for protection money and free root beer by raiders. The Rangers liberated them from their captors and received the handsome reward of lifetime supply of free root beer. The company has since grown into mass production, further supported by the fame it receives from being associated with the rangers.

(https://i.imgur.com/NP1ktmv.png)(https://i.imgur.com/4CcUtP3.png)(https://i.imgur.com/hog6dXg.png)
Macronchy Bros Ranger Rations. Formerly a small time, independent company that helped produce survival packaged meals, the brothers owed Ranger "Betty Lester" their lives. They were aided in a small town shootout with local raiders. From there on the town flourished and was left alone, and the Macronchy Bros decided to manufacture a new line of delicious Ranger Rations, free for the Rangers to resupply with anytime they need. The business has grown and are now everywhere the rangers are stationed.

Doing more items for the Rangers, still trying to find a name. The root beer brand is based on "Bundaberg" root beer which my mom stockpiled in her living room and I happened to only discover on Google trying to make root beer, not knowing we had some around. The rations are based on Maconochie Army Rations from WWI.

Quote from: Skynert on March 07, 2021, 05:13:17 AM
I like Hawaiian pizza. Hmm maybe it's a reason why I also like our WarCrime Simulator... I mean... Rimworld!

Colt looks nice, but i really want that duster. You know that I prefer Rimmunation over other guns mods even when I have them, but I also use 1 kind of AR for example AK-47, one kind of pistol etc. I mean my pawns are using AK's even if my armoury is full of other guns. On current save i "stole" 4 LAW launchers from drunked muffalo who entered my chemshine stash. Few days later mechs attack (Thanks Oscar from VFE team ;p) They wiped out half of colony becouse I forgot about those LAW xD Reload time. I also forget that I can still call for support from Military Furniture.


I'm happy you like the original Duster! I based it off a Red Dead Redemption 2 picture of someone who created an Arizona Ranger. It's colorable so that's a massive customization plus. Thank you for your story, it reminds me I need to do more weapons after these mods are sorted. I forgot how difficult it is to deal with armored enemies like Centipedes without Anti-Tank now, easy to take for granted with the old Rimmu-Nation Arsenal.

Also Pineapple on Pizza is great, I feel sad I've been peer pressured into only taking BBQ ones now cause I got roasted too many times in basic training for liking pineapple on pizza. Never forget.




(https://i.imgur.com/09jV7X5.png)
Vintage KABAR
Every Ranger carries a trusty combat knife on their person. A knife can be used for a multitude of things, hopefully one of those reasons won't be because you are out of ammunition.


(https://i.imgur.com/uBRMj2Y.png)
Modern KABAR (for comparison)



(https://i.imgur.com/NJP8APy.png)

Winchester Model 70
A long range bolt action rifle used by Rangers.

(https://i.imgur.com/TXVVnUJ.jpg)

Currently designing the Vigilante Armour. It's just a modified recon armour, not sure on the final look yet but I'm happy with the results here.

(https://i.imgur.com/51pt39r.jpg)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 08, 2021, 06:33:23 AM
Quote(https://i.imgur.com/51pt39r.jpg)

Nice, cool Tacti-Fallout-Tech look. Oh, and i take two crates of root beer. Important thing. It will be craftable?

Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 08, 2021, 07:59:27 AM
(https://i.imgur.com/dOXj89i.jpg)

New designs for Vigilante Armour, decided to scrap the ALICE pouches and leather shoulder guard. Was no need for them, sometimes less is more. Added a classic western holster.




Quote from: Skynert on March 08, 2021, 06:33:23 AM
Quote(https://i.imgur.com/51pt39r.jpg)

Nice, cool Tacti-Fallout-Tech look. Oh, and i take two crates of root beer. Important thing. It will be craftable?

Yes! All the apparel and weapons, craftable. I am unsure about the food items however, due to things like the Root Beer's ingredients being unavailable. Could always do neutroamine and ambrosia? Maybe.

Got called back to work Thursday so I don't know what that means busy wise but I'm back to my lonesome in camp by then. Hope its not for too long
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 08, 2021, 10:28:15 AM
Root beer can be made off beer and... and... potato. Why? Why not.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 08, 2021, 07:26:04 PM
(https://i.imgur.com/g5Eiqzr.png)

Finished the vigilante armour. Left the Hulk front view with a duster for example.

I decided I wanted to do an elite ranger force and got into looking at M1 helmets, some kind of special forces like the SAS. Then I kinda got carried away.. Chose the P1944 British WWII gasmask and also decided maybe the best headgear to go with this is.. The Brodie helmet. That's another British Great War equipment, rather than M1.

It made me think, this isn't quite right. It's not western, it's not "rangers" and it ain't even NCR apart from the Brodie helmet. I was thinking maybe go all the way with it, give these guys a brand new dark colored winter coat, the similar kind the peaky blinders use. It'll look like a duster but it's a winter coat. Their units will be called "Paratroopers" or "Airborne Rangers" and they'll have the Thompson submachinegun. Was thinking about giving them the MP5.

That still didn't sit right by me. These guys aren't like the other rangers. It would work if they were special forces for the Wasteland Republic, but I'm not doing Wasteland Republic, those guys are only a part of the back story of the rangers now. If I were to do W.R. as a faction, I'd need to craft more uniforms.. more weapons and more styles for the footsoldiers. I'd have to re-brand the story of the faction so far, and the ranger specific gear like the rations and backpack? well they may have to be redone cause it's not just about the rangers now.

All in all, I wanted to ask if it bothered anybody here that there's some obvious non-western British style forces.

Faction pawnkinds
- Ranger
Apparel:
Ranger Hat, Duster,
Flak vest, button shirt, pants

- ?? (Paratrooper) (Airborne Ranger?) (Elite Ranger?)
Apparel:
P1944 Gas mask, Brodie helmet,Duster (black winter coat?? new textures needed)
Flak vest, button shirt, pants

button shirt, pants

- Veteran Ranger:
Apparel:
Equipment: Vigilante Armour Set, Duster
button shirt, pants

It may mean that I have to accommodate the backstory for these special forces guys, who are clearly a homage to the SAS cause why the heck not if they're paratroopers. I don't want to overcomplicate or mess up the identity of the faction and deviate too much from the original plan.

What are your thoughts as someone who wants the faction mod as a feature? Please give us a shout about it.

Should I just scrap this extra idea of a ranger special operations force and keep things simple, or throw it in?

After all, this isn't an American faction, it's American-based off the Rangers of old. We are in an outer Rimworld setting where nations and states aren't really clear. It could make sense for this different style of rangers to co-exist because they were some kind of ally that they absorbed into the Corps of Rangers. I'll wait for your comments, dear readers.

EDIT: Forgot to add.. This is their faction logo. Thought it didn't need to be anything else, like the Texas Rangers

(https://i.imgur.com/4R0idpC.png)




Quote from: Skynert on March 08, 2021, 10:28:15 AM
Root beer can be made off beer and... and... potato. Why? Why not.

Here's what I may do for the root beer recipe:
Neutroamine
Ambrosia
Herbal Medicine





Rimdeed updated, download link available in front page
Rimdeed 0.25 fixes
- Hiring all pawns in job application screen now says "All job applications hired" instead of 404 ERROR




Done the Brodie helmet over the P1944.

(https://i.imgur.com/IGq5gjB.jpg)

It looks good, but it's not ranger material. It's not republic material either, which just gave birth to a new faction idea of mine: Outlander "Commonwealth". It's a new kind of faction like outlanders, they're a commonwealth advancing in the industrial tech. They keep to themselves. We'll worry about it later.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 09, 2021, 02:12:28 AM
QuoteAirborne Rangers
Maybe Drop Pod Rangers? Becouse, for unknown reason in the Rim we dont have airplanes. Even bikes ;p

Rangers are good vigilante guys, they should have simple gear and units. It's your story and faction but I think they dont need "special forces" becouse they are not Task Force 141, Ghosts or GROM (Polish special forces) Rangers are not a part of "Coalition of Drunk Blue Muffalo", if they were, then ok they can have even armored muffalo unit. Or Division 303 formed from muffalos who can fly in Spitfire's...
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on March 09, 2021, 02:29:36 AM
Who need Airborne when you can have Spaceborne ! :-)
Combat nanosuits with integrated shield or skip device ! :-)
Title: Re: [1.2] (WIP) Red Horse² : Tacticrow Expansion
Post by: Chicken Plucker on March 09, 2021, 07:41:27 PM
(https://i.imgur.com/s2wdnK6.png)

Chosen the M1 Garand as the main battle rifle of the Rangers. To this day, still can't think of a name for their faction.

I have been very busy today, motivation is low knowing tommorrow I'm off to return to camp for weapon cleaning and other unknown surprise chores. Hopefully not picking up crap cause I miss the meeting on Zoom again this Friday. That's a reminder to myself.

(https://i.imgur.com/y146urh.gif)

Betty Lester, another animation with the new gear for the Mod collection portrait of Red Horse²: Factions. Her hairstyle is based on reboot Lara Croft's hairstyle, and it dawned on me I have to do all of Chicken Mitchell hairs again in 512x512. I only did the front view for this animation, I didn't wanna do inner black lines again so the end product for the hairstyle looks pretty good to me.

(https://i.imgur.com/uhvwM0z.png)




Quote from: Skynert on March 09, 2021, 02:12:28 AM
QuoteAirborne Rangers
Maybe Drop Pod Rangers? Becouse, for unknown reason in the Rim we dont have airplanes. Even bikes ;p

Rangers are good vigilante guys, they should have simple gear and units. It's your story and faction but I think they dont need "special forces" becouse they are not Task Force 141, Ghosts or GROM (Polish special forces) Rangers are not a part of "Coalition of Drunk Blue Muffalo", if they were, then ok they can have even armored muffalo unit. Or Division 303 formed from muffalos who can fly in Spitfire's...


See this is what makes me wonder now. If I did the full Wasteland Republic it'd be extra work but I will have good reason to give upgrades for the whole faction, but the problem with that is the Rangers will lose their own identity and possibly just end up looking like another RH faction. Cheers for the suggestions.

Quote from: Canute on March 09, 2021, 02:29:36 AM
Who need Airborne when you can have Spaceborne ! :-)
Combat nanosuits with integrated shield or skip device ! :-)

Hey Canute thanks for the suggestion, I don't know about the shield belts now, but I may do the built-in jump packs that need chemfuel. Would you guys think that's a great add-on for the vigilante armour? Or just leave it as-is?

We'll see. I gotta go sleep, cheers all
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 10, 2021, 03:55:23 AM
Jetpack, hard to say. It's too WH40k style for me. I have idea! What's Rangers home planet name? Maybe call them [Planet_name] Rangers. Like... they originated on Wooly Muffalo planet, but idea of that kind of good guys giving free root beer and muffalo, and no fee protection from Manhunting rabbits go to the stars. So on my Sand planet I can have Sand Rangers, on other... [Planet_name] Rangers. Im no modder, Im simply consumer of mods and dont know if you can randomise names in that way. And M1 Garand, they say you cant hear images. <reload_clang>

And btw. Im understanding that right, that you are in the army but also work somewhere?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 10, 2021, 08:53:58 AM
(https://i.imgur.com/EfuAomY.png)

"Believe it or not, I'm walkin' on air" - Joey Scarbury

Rocket boots UI, I don't even care lads. ROCKET BOOTS!

You have to refuel it with chemfuel, Max I'm allowing is 25 and each of those is a tile. Max range you can jump so far is 8 tiles, but I may reduce it. Vigilante Armour isn't built for flying but we ain't about flying here, we're about lookin' cool in the sky.

(https://i.imgur.com/dmrmSft.jpg)

(https://i.imgur.com/tDXu1pX.jpg)

Getting closer to the objective. As expected, root beer is the biggest pain in the butt to code cause I have to make it a drug with new addiction coding. BOO!

I'll get back to the coding later, got lots to do today.

I have decided Canute's suggestion is cool. Shield belts AND rocket boots, but the shield belt is more of a bonus, not the main means of protection so it won't even be as good as vanilla shield belt (especially since you can shoot out of it) and rocket boots, enough said, they're cool.



Quote from: Skynert on March 10, 2021, 03:55:23 AMJetpack, hard to say. It's too WH40k style for me. I have idea! What's Rangers home planet name? Maybe call them [Planet_name] Rangers. Like... they originated on Wooly Muffalo planet, but idea of that kind of good guys giving free root beer and muffalo, and no fee protection from Manhunting rabbits go to the stars. So on my Sand planet I can have Sand Rangers, on other... [Planet_name] Rangers. Im no modder, Im simply consumer of mods and dont know if you can randomise names in that way. And M1 Garand, they say you cant hear images. <reload_clang>

And btw. Im understanding that right, that you are in the army but also work somewhere?

Ranger home planet is the outer rim XD

Think I'll go with plan B and just make them random generated names.

As for job question, cause of COVID we get sent home so I can just get fat at home, [EDIT: Details removed due to OpSec]

Look Skynert, the time has come. It ain't about WH40k, it's about walkin' on air.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 10, 2021, 09:59:11 AM
Quotesometimes it's getting shot in CQB training as a terrorist,

Thats not nice. Buuut I assume it's better than 36 hour counter innterogation training that SAS have xD. I heard about it in the internet so it must be true.

Rocket boots, it's crazy. I take one contener. And the screenshots, it's look nice, but isnt revolwer too big? Just a little?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on March 10, 2021, 10:12:04 AM
QuoteAs for job question, cause of COVID we get sent home so I can just get fat at home so long as I do the PT they ask me to,
You just could freely run your 5 miles each morning, just to keep you fit ! :-)

Quotebut I get called about every month for some surprise chore, sometimes it's getting shot in CQB training as a terrorist, or sometimes it's cleaning weapons and whatever else the senior guys don't wanna do but will happily send new guys to do.
Combat drill over video chat ? :-)
Wasn't there a FPS from the army for recruitment issues ? Couldn't they use that to train you all at home ?

Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 10, 2021, 09:10:03 PM
Note: Image 1 and 2 are sped up for memory compression purposes

(https://i.imgur.com/jkhaERf.gif)

Finally got Root Beer to work! This means I've unlocked the secret to soda beverages, all thanks to VGP Sodas. I'm gonna have to give credit to dizmarzero for all his help. The soft drinks coming in RH2 aren't gonna be drugs that have addictions, tolerances and all that bullcrap. They're just consumables that give a minor positive hediff and small moodlet boost. If Maxi Cola ever returns however, that one will be a drug.

(https://i.imgur.com/2xok0Wv.gif)

Jump pack testing, bit of an annoyance cause I have to call it "jump pack" cause Taranchuk only coded it to be one name. If I call it rocket boots any future jump packs I do will be labelled "rocket boots". The animation isn't as cool as Locust Armor but that's cause it's an originally coded mod, not taken from Royalty. Had I just taken Locust Armor coding we could end up running into issues with big man Tynan like O21 did and the mod will need Royalty DLC dependency. Big no no for people who don't have the DLC.

(https://i.imgur.com/xZxiTZ3.gif)

Totally unedited shot. It was edited. She may have missed a few times.

That's all folks. Please note quality of images are greatly reduced due to .gif compression. They look better and more crisp in game. I'll get to bed and work hard tomorrow so I can get back to these mods. Cheers!



P.S. Got a commission request to make "RimNotes"

(https://i.imgur.com/yABuNWB.png)
(https://i.imgur.com/D4QXFYk.png)
(https://i.imgur.com/QmJc2NL.png)

Hey look, I'm not a big fan of the conspiracy triangles either, they're not very tacticool but this is what the person requested. They want me to make this part of RH2 which I don't like the thought of. Initially he wanted this to be a new service Rimdeed offers, and I thought that won't make sense in my story cause Rimdeed is specifically for jobs. Then he wants me to use my Offworld Bank (unfinished concept mod for a bank account)

Reference:
(https://i.imgur.com/BWQw0V1.png)

Quick rundown description:
Offworld bank allows you to use an online banking service to withdraw and deposit gold and silver to a planet outside of the outer rim. There is an interest rate increase every 30 days in your account.

This person commissioning me wants this company to be involved with adding a new currency which I also thought doesn't fit in the Red Horse story cause Offworld Bank is just a banking service that stores your silver and gold, they have no intention of getting in the market of creating bank notes. Gonna have to explain this to the person later.

Oh yeah just to vent, didn't get the SKS in cod mobile in time cause their last task for it was stupid and it was to kill 5 people in battle royale with a revolver that NEVER drops on the crates. Waste of time, waste of money. Thanks Activision. Tynan please fix call of duty, thanks. /endofrant



Quote from: Skynert on March 10, 2021, 09:59:11 AM
Quotesometimes it's getting shot in CQB training as a terrorist,

Thats not nice. Buuut I assume it's better than 36 hour counter innterogation training that SAS have xD. I heard about it in the internet so it must be true.

Rocket boots, it's crazy. I take one contener. And the screenshots, it's look nice, but isnt revolwer too big? Just a little?

I compared it to the other pistols and vanilla revolver, looks about right to me and I am guilty of wanting to display the details  8)

I got your root beer workin' you better be happy you rootin' tootin' outlaww

Quote from: Canute on March 10, 2021, 10:12:04 AM
QuoteAs for job question, [EDIT: Details removed due to OpSec]
You just could freely run your 5 miles each morning, just to keep you fit ! :-)

Quotebut I get called about every month for some surprise chore, [EDIT: Details removed due to OpSec]
Combat drill over video chat ? :-)
Wasn't there a FPS from the army for recruitment issues ? Couldn't they use that to train you all at home ?

I don't know what you're on about Canute, I assume you are joking about getting trained with video games. [EDIT: Details removed due to OpSec]

[EDIT: Details removed due to OpSec]
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 11, 2021, 04:06:51 AM
0830? It's a warcrime

QuoteFinally got Root Beer to work! This means I've unlocked the secret to soda beverages, all thanks to VGP Sodas. I'm gonna have to give credit to dizmarzero for all his help. The soft drinks coming in RH2 aren't gonna be drugs that have addictions, tolerances and all that bullcrap. They're just consumables that give a minor positive hediff and small moodlet boost. If Maxi Cola ever returns however, that one will be a drug.

Yay!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on March 11, 2021, 04:12:23 AM
QuoteI don't know what you're on about Canute, I assume you are joking about getting trained with video games. I am not in the RAF sadly so I don't have the luxury of getting paid to get rekt by kids on fortnite. I do that for free
Not joking.
Just take a look
https://en.wikipedia.org/wiki/America%27s_Army

https://theconversation.com/how-the-us-military-is-using-violent-chaotic-beautiful-video-games-to-train-soldiers-73826

But i can't verify the true of the second article, but i found similar ones at other sources.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 12, 2021, 01:03:50 AM
(https://i.imgur.com/iYTemJS.jpg)

(https://i.imgur.com/Bv3x8Qv.jpg)

(https://i.imgur.com/TtNFDci.jpg)

(https://i.imgur.com/eXh8scF.jpg)

Got 5 hours to sleep before big meeting so I'll keep it very short cause I'm also tired. Rangers are getting closer to being done, they're pretty well balanced so unsurprisingly they aren't as powerful as the old RH1 factions, these guys can lose to pirates especially if the pirates have better weapons from other mods. I may have to upgrade the rangers with some more weapons.

There's a bug with jet packs that causes the pawn to be deleted if they fly into the same spot they're standing in, bunch of other fixes needed.

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

Had to create a new mote based on Royalty DLC's flame jump mote. It was much needed to avoid Royalty dependency due to using the same texture or whatever

(https://i.imgur.com/ScoIOg4.gif)

New jump pack animation courtesy of Taranchuk. It's using the same animation code royalty has but it is coded to work differently than the one in the DLC, no .dll, art asset has been taken other than the .xml stuff replicated for the animation.




Quote from: Canute on March 11, 2021, 04:12:23 AM
QuoteI don't know what you're on about Canute, I assume you are joking about getting trained with video games. I am not in the RAF sadly so I don't have the luxury of getting paid to get rekt by kids on fortnite. I do that for free
Not joking.
Just take a look
https://en.wikipedia.org/wiki/America%27s_Army

https://theconversation.com/how-the-us-military-is-using-violent-chaotic-beautiful-video-games-to-train-soldiers-73826

But i can't verify the true of the second article, but i found similar ones at other sources.


Sounds very experimental, they would probably save more just making us train with actual rifles in a scenario. You can't check your weapon safety or avoid muzzling the guys around you in a video game. Those kinds of drills can only be learned with actual experience because a video game just doesn't have the same weight of danger and consequence



Need to fix backpacks not appearing on faction pawnkinds and a bunch of other stuff

Going to bed, see ya later

EDIT:
(https://i.imgur.com/k5AvtFQ.jpg)

Just got it working, all it took was one number change. Coolio

(https://i.imgur.com/DNE5MrW.jpg)

Cat tax, game named it zelda gg goodnight
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on March 12, 2021, 10:23:45 AM
Had to catch up with quite a lot here. Nice food textures, hope they will look fine ingame too. Wondering what's canon behind Red Horse and other stuff since there's apparently more than just buncha items for the sake of quantity.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 12, 2021, 01:02:38 PM
Nice. Just write something to recieve notifications. Cant wait to add another faction to my crazy moded game that starts FIVE minutes xD
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 12, 2021, 03:12:37 PM
Quote from: MrBriggs18 on March 12, 2021, 10:23:45 AMHad to catch up with quite a lot here. Nice food textures, hope they will look fine ingame too. Wondering what's canon behind Red Horse and other stuff since there's apparently more than just buncha items for the sake of quantity.

RH canon mod series, in summary:

>Wasteland republic is formed and tries to unify all outlander and tribal communities in an outer rimworld but falls to a mechanoid invasion
>Meanwhile in a Midworld highly resembling earth, it is invaded by mechanoids, they nuke their own world a few times to try and win but mechanoids wont stop coming and they wont stop coming
>Scientists progress with space travel by reverse engineering mechanoid tech to get the heck out of there
>Most of their people make it to an outer rimworld
>Outer rimworld  attracts the attention of interplanetary businesses and corporations, i.e. VATGROWN Inc., Rimmu-Nation, Rimdeed, Pizza Time, Offworld Bank and Private Military Companies funded by shadow organizations
>Commence wars and fighting over territory, resources or whatever other reason while corporations benefit in the background
>VOID, having prepared for a few hundred years jumping from world to world gathering technology, comes in and decides it'll be a great show of strength to wipe everyone out on their own and start a new glitter world

I hope this makes sense.



Quote from: Skynert on March 12, 2021, 01:02:38 PMNice. Just write something to recieve notifications. Cant wait to add another faction to my crazy moded game that starts FIVE minutes xD

Oh I hope you guys still find the rangers exciting, it's starting to lose the novelty for me. I don't know what it is, I had this story of them being legendary gunfighters but they keep getting owned by pirates during testing.

Its the result of balancing I guess, even if their armor is super cool it's no Praetor Suit or even Hunter Reactive



(https://i.imgur.com/6A462JY.png)

Working on more gear for our Rangers. I've decided to arm their elite units with the AR-15 and a few more weapons. My rule will be that the weapons they use must be American made (except for an AMR) AND it must have a wooden stock or pistol grip to keep to the western look

[EDIT: Details removed due to OpSec]
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 12, 2021, 03:25:14 PM
QuoteWe had a meeting today and I was shocked to find out that explosives are found everyday all around Europe and even the UK, but it doesn't always make it in the news. I.E. "Warrington Grenades" currently in the black market, homemade grenades found in police raids of some criminal's house. Scary stuff.

From WWII? Yea. And I don't why, I suppoes that it have something common with use of carpet bombing, and artilery. Or it was the Aliens. Who know. Sorry, I playing Tropico 6 know and this game have so satirical humor that I can resist to use in poor way.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on March 12, 2021, 03:35:34 PM
Yeah only when one "bigger" is found at a city and they need to evac. the people around it, it comes at the news.
But don't forget other war zones, afghanistan/vietnam/korea with all these bombs and mines. From that side you hear nothing. But alot kid's lost limbs or even life from them.
Good old times, when soldiers just use sword and bow and not bombs,mines or gas.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 13, 2021, 12:06:56 AM
(https://i.imgur.com/sYF5pDd.png)

AR-10 with plastic handle and stock (was told it may be bakelite plastic) so I already broke my own rules of wooden stock or handle. GG. Thought it was wood at first and it was too late cause the texture was finished and I liked it. The rangers will need this if they're getting rekt by pirates with vanilla gear.

Decided we're gonna have a new Ranger pawntype. They will have a new duster and they will use this weapon:
(https://i.imgur.com/tAnw0nk.png)

This is a Kilo-Bolt Action Rail Gun, it's from cod mobile. I actually just wanted a railgun but I wanted it to feel like something crafted in a wasteland, and this is the best I could think of cause after all, mobile games are a wasteland  :o

I don't know if I will name it something else or call it by it's name from cod mobile. Unsure. The Rangers using them will be elite units, with olive green looking trench coat that has a hood. If they're gonna use new armor is another matter of it's own I don't wanna think about yet.

(https://i.imgur.com/owqcCfU.png)(https://i.imgur.com/X8Wy2rD.png)

After some consideration and feedback from my good friend Slayer, we agreed the side view looks too much like the HALO Spartan II helmet, AKA Master Chief helmet so I redid the side view of the ranger to closer resemble it's front view. It looks a bit like a dog shaped helmet now. Reminds me of princess Leia's bounty hunter helmet when she was out to rescue Han Solo.

(https://i.imgur.com/Waf20xN.png)

Jump pack UI also redone as a result.

Will have more progress tommorrow. Pardon me guys, very sleepy so I have no comment for your replies at the moment, [EDIT: Details removed due to OpSec]. Both that and sleep deprivation. Take care Canute and Skynert, MrBriggs, and everyone else. See you when the mod is released, hopefully soon.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 14, 2021, 07:24:16 AM
(https://i.imgur.com/rljaAx3.png)
S&W Model 3
(https://i.imgur.com/fUtRQRQ.png)
Colt Peacemaker
(https://i.imgur.com/SbAjdPE.png)
Browning Hi-Power
(https://i.imgur.com/iUaCMt0.png)
Ruger Red Label
(https://i.imgur.com/Q3vtc34.png)
Ruger M77
(https://i.imgur.com/q8HY1og.png)
M1 Carbine

(https://i.imgur.com/QBSfqST.png)(https://i.imgur.com/u7KQeyD.png)(https://i.imgur.com/3jUHbKS.png)
Trench Coat (Exile)

(https://i.imgur.com/zUf4rpU.png)(https://i.imgur.com/FjoxEUG.png)(https://i.imgur.com/cCkK2oe.png)
M56 Webbing (Exile)




High yield of textures tonight folks and fellers, this concludes all the weapons and apparel (save one more headgear, possibly) for the Rangers.

Rangers will have one elite pawntype using the exile trench coat along with the webbing

ROUGH CONCEPT:
(https://i.imgur.com/mQWD2Nv.png)

This concept of what they will look like is not final, obviously I am not happy with the hoodie here (rushed drawing to get concept image out) or if I should even include a hoodie but I want it to look like this. Should we let the trench coat be colorable or just make it green like the concept shows, plus a hoodie?

Let me know what you guys think, am exhausted and need to go to the bathroom so I won't say much else. SEEYA




(https://i.imgur.com/zqnteWj.png)
Henry Repeating Rifle


(https://i.imgur.com/xKFsG8W.png)

Remington Army Revolver
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Wavy Neptune on March 14, 2021, 09:03:05 PM
Hey CP, you're making so much progress it makes my heart melt. Just a suggestion, what about the wooden FN Fal? 👉🏻👈🏻🥺
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 14, 2021, 09:18:40 PM
(https://i.imgur.com/isNjVqp.jpg)
Pawntype uniforms done, may do one last Canvas backpack, just so we have a proper one for carrying heavy stuff.

Had to go to plan B with elite pawntypes, why? cause no matter what I do the webbing renders under the shell layer. I now had to do something else, which was re-create Blondie's poncho from the Good, the Bad and the Ugly. It resulted in the elite Rangers looking like freakin' Bobba Fett if they were the good guys.

(https://i.imgur.com/rO9auct.jpg)

Rangers have working shield belts built in the now renamed "Ranger armor", allows high rate of survivability in gunfights. Ranger armor has about the same protection rating as the industrial body armour we've been making, not power armor strength, so once your shield is gone you should not be blinded by hubris in thinking you're John Wayne and that your enemy won't even clear leather

(https://i.imgur.com/BRiMz9c.jpg)

(https://i.imgur.com/cyQe4a1.jpg)

Back view of Ranger trench coat had to be slightly elevated due to the lack of space for the 512x512 canvas, so it looks a bit fluffy near the head, which I'm sure most of you won't mind.

I have coded all the weapons now, but they aren't balanced and are more or less copy and pasted versions of something else. Still needs work but now I have Monday and other things to do, progress with Rangers are now on hold.

What needs to be done:
PGM Helcate II AMR
Big canvas bag
Weapon balancing
Polishing of faction settlement names
Trading stock generation
Pawntype generation
etc.

Note to self: KBA Railgun looks so dang realistic but the stuff was all drawn over in Photoshop vector style, you guys are a witness to that. May have to reduce detail. It's a good problem to have compared to looking below standard I suppose

(https://i.imgur.com/1A7tBfq.png)

KBA Railgun projectile art, done in style of charge lance projectile




Quote from: Wavy Neptune on March 14, 2021, 09:03:05 PM
Hey CP, you're making so much progress it makes my heart melt. Just a suggestion, what about the wooden FN Fal? 👉🏻👈🏻🥺

Hey Neptune, I'm actually holding out on the FN FAL for another faction, probably the MSF or the Black Ops faction. Either way it'll be created, just not for the Wasteland Rangers.

I've made sure all the weapons I've done for these Rangers will not show up for another faction, the whole idea is they have this style of using ancient reproduced gear because they live in the outer rimworld, unlike the other ones who come from the outside, with more modern gucci ally stuff. FN FAL, I really wanted to save these iconic ones as well as the M16 and AK rifles for the other RH2 factions coming along later. What we got for Rangers are mostly stuff we haven't seen in my mods before, which kinda cements them being unique and having their own identity *cough*NCR*cough*



Oh yeah, I've decided on the name folks.

They're Wasteland Rangers.  8)

Goodnight, got work tommorrow!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 15, 2021, 05:49:22 AM
QuotePolishing of faction settlement names

Dry joke ahead!

Here are some Polish names. Chrząszczybrzeszyce, Łękołody, Szczecin... Oh you mean polishing names, not give them Polish names.  ;D
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 15, 2021, 04:46:32 PM
So Rangers faction officially has more weapons than Rimmu-Nation² - Weapons does

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

Model 29, do you feel lucky?

(https://i.imgur.com/ePpnr11.png)

PGM Hecate II, the anti materiel rifle. Also what the AMR is based off from Fallout

(https://i.imgur.com/TopFA8X.png)

Last but not least, gave in to Neptune's ransom demands, T48 US made version of the FAL. I wanted elite pawns to have a new rifle, considered going with some tacticool looking AR-15 even but then I found that the US made their own FAL and I thought oh yeah. Why not?

Did the Hecate and to end everything off, one last revolver, another Clint Eastwood homage in the mod.

(https://i.imgur.com/uzZbS3M.png)

Gonna get some rest, cheerio




Quote from: Skynert on March 15, 2021, 05:49:22 AM
QuotePolishing of faction settlement names

Dry joke ahead!

Here are some Polish names. Chrząszczybrzeszyce, Łękołody, Szczecin... Oh you mean polishing names, not give them Polish names.  ;D

Hey Skynert, it looks like your jokes need some.. polish  8) 8) 8)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 16, 2021, 05:20:55 AM
(https://i.imgur.com/TopFA8X.png)

Woow, you just hit Fallout 3 memories. I love how this gun look.

Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 16, 2021, 01:35:53 PM
Doing some more promotional for the Rangers for release

(https://i.imgur.com/FA3A8Z6.png)
Some pin-up poster art for Muffaberg root beer done in the style of that era

(https://i.imgur.com/lLZG3ZQ.png)
Another poster for Macronchy Bros rations in the style of the 50s 60s etc.

Decided in the end to call them "Rangers" or "The Rangers" and to dump the "Wasteland" or "Desert" in the beginning, there's no need.

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

Wanted to do some Ranger posters, kind of stuff they'd have on their walls but this one I feel it doesn't work, need to improve it. It was done in Far Cry 5 style, like the wallpaper below but to me I feel if it's a wallpaper it should be like the two above.

(https://i.imgur.com/K8frS8s.png)

Here's the preview I decided to settle in on with a desktop wallpaper below, did it in that big size initially.

Description of wallpaper:
"The image depicts Ranger "Betty" Lester overlooking her journey ahead with rations running low as her trusty sidekick Chip asks for scratches. Despite marching on an empty stomach with danger lurking around the corner, hope comes from the little things near her heart."

Rangers desktop wallpaper:
https://imgur.com/iDgQ8Rm
(https://i.imgur.com/iDgQ8Rm.png)

Got PT to do and a commission to do, busy day ahead and next month likewise. Have to deliver a lesson, have to be dunked in a large pool inside a sim helicopter and escape through a window without drowning. Sounds pretty cool, but it's just very wet, cold and very scary to me.




Quote from: Skynert on March 16, 2021, 05:20:55 AM
Woow, you just hit Fallout 3 memories. I love how this gun look.

Happy you like it, I forgot these rifles were in Fallout, and now that it's a T48 I realized it makes more sense and we can add it  8)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 17, 2021, 04:51:19 AM
Now i have cool new wallpaper. Those posters are nice, stylish
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 18, 2021, 12:05:01 AM
(https://i.imgur.com/VbrTlti.png)
Ranger poster for Information leak awareness

(https://i.imgur.com/PBfOGOQ.png)
Anti-drug ranger poster

It's safe to say that thanks to the recent gear being developed and all the posters contributing to world building of the faction, they're no longer the small time vigilantes I originally planned the rangers to be. They've become a greater military force than they were as part of the Wasteland Republic, though not big enough to form their own government or be considered an army. Rangers in the Wasteland Republic were the guys just above infantry sent to bail out the Sentinels.

Sentinels were the cool top dogs in full power armour and charge weapons, with the republic's funding fully invested in their development. Rangers specialized in drop pod insertions, making them airborne and their main objectives were usually to rescue sentinels or provide a distraction while they escaped. No reinforcements would come for the rangers and were left on their own. After the extinction of sentinels, funding later went over to rangers with their initial name being "Sentinel Rangers", who were given a type of armour similar to the ranger armour you see now. They were lighter in weight, lesser in protection but still afforded the rangers some speed. Rather than the old bolt actions, rangers were finally given automatic weapons such as assault rifles and anti-materiel equipment.

This was a short lived upgrade since these changes came about as a desperate move for the republic to defeat an onslaught of mechanoid hive invasions that eventually wore down the republic in terms of resources and manpower over a period of time.

(https://i.imgur.com/eXwodJk.png)
M1903 Springfield Rifle

(https://i.imgur.com/rf7kKJG.png)(https://i.imgur.com/gSuiH6Z.png)
AUGUR Canvas Daypack

Been working to nerf the rangers.

Ranger armour shield belts, I don't want them to be 100/100 because during raids when outnumbered they're a tad too strong. I still want that element of underdog, make them feel like they are a part of vanilla factions.

Person who helps me code bullets is out of contact, I need to do .30-06 balancing, a brand new bullet type for Springfield Rifle and M1 Garand. Glad I haven't released the mod yet because you guys will end up losing crap here and there.

I've decided to remove the exile trench coat because I didn't like how it's turned out with the collar being too large for back view and helmets annoyingly rendering above it. I have also decided that I want to remove the balaclavas for Rimmu-Nation Clothing. I want the mod to only have the following pieces of item:
- Helmet
- Body armour
- Backpacks
- Webbing

I understand people want the mod to be like how it worked for 1.0/1.1 but as it stands the irritating hardcoded system for tribals to use these balaclavas and jackets and other warm tactical clothing is driving some audience away from the steam versions and the endless supply of complaints after several years of making the mod gets tiring to have to re-explain. I've had two coders try to fix this for me before, Jecrell and another person whom I forgot the name of but to no avail.

I wish Vanilla didn't make things so bloody hard to mod with things being hardcoded that doesn't need to be, but here we are.

I'll get on down to work my friends. Looking into commissioning a band at fiverr to do a Big Iron cover for this mod, thought it'd be nice for Steam release but I think maybe it'd be wiser to save the money for other things or even coding another mod? I'd be open to suggestions. Cheers all.




Quote from: Skynert on March 17, 2021, 04:51:19 AM
Now i have cool new wallpaper. Those posters are nice, stylish

Thanks Skynert! That's what I was going for, but if I did have the ability to do proper detailed art I'd have gone for that. These vector styles were the next best thing
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 18, 2021, 05:24:07 AM
Decided to create UI for some concept idea I just wrote on a scrap paper (virtual paper) in notepad++

QuoteRangers

- Enlist Option
"Join" Rangers, other options will appear
Must be at least +0 with Rangers, Falling at -10 relations will result in player being kicked out

Upon being enlisted, everytime a Ranger base is visited the following options are open:

- Salary claim
Every 7 days claim $750 salary, given straight to inventory (Can only be claimed once every 7 days)

- Daily claim
x10 Ranger rations, x4 muffaberg root beer, x2 industrial medicine given straight to inventory every 24 hours (Can be claimed for each base)

- Start a Quest:
Pay $150 to begin a selection of quests popping up in UI

- Turn in outlaws
No sold to slavery debuff upon turning in pawns in this jail trade screen

- Ranger storage
Storage screen/inventory screen on base where players can dump inventory items. UI Screen will appear for every ranger base. Unlimited storage.

- Leave Enlistment
Decide to leave the rangers at cost of -25 relations


- Upon joining, Rangers can be called for reinforcements every 24 hours. Ticket of how much rangers arriving will scale on faction relations. Arrival mode will be drop pod on edge.

-9 - 25 = 500 raid ticket
26 - 49 = 1000-1500 friendly raid ticket
50 - 74 = 2000-3000 friendly raid ticket
75 - 100 = 4000-5000 friendly raid ticket

NOTE: Most of these are mental self notes, probably most of them will not come to fruition or just scrapped altogether. Without further ado here's some UI art.

These will appear as you approach and visit a ranger base. I am torn between making this a standalone mod or a faction specific action. What do you guys think?

Here it is.

UI Artwork:

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

Enlist

Icon is available if you are on a neutral standing with the Rangers. Upon clicking this icon other options will appear and you will become an official part of their factions with benefits provided to you.

Dropping below a certain relations threshold will automatically cause you to be kicked out of their service.

These are concepts, I haven't requested for them to be coded yet so these aren't guaranteed features.

(https://i.imgur.com/Bp6laf4.png)

Start a mission
- Option appears after enlisting
- Allows you to pay $150 to begin a select type of quest on a UI screen that pops up

(https://i.imgur.com/8cVAnzu.png)
Collect salary
- Option appears after enlisting
- Allows you to collect $700 per 7 days from the Rangers
- Can only be collected once per 7 days

(https://i.imgur.com/Yva46s0.png)
Collect provisions
- Option appears after enlisting
- Allows you to collect: x5 Ranger Rations, x2 Muffaberg root beer and x3 industrial medicine per day.
- Refreshes every 1 day, can be collected from each Ranger outpost

(https://i.imgur.com/c5QY3uR.png)
Personal storage
- Option appears after enlisting
- Allows you to store your personal belongings in the faction's inventory, which you can collect from any of their base
- Unlimited space

(https://i.imgur.com/3Q4RGUw.png)
Casualty training
- Option appears after enlisting
- Clicking this option will enable your caravan pawns to gain:
+2,000 medicine skill EXP per hour
+2,000 social skill EXP per hour
- Cannot be selected with other training options
- Interrupted by caravan moving or performing other actions (i.e. clicking other icons)
- Caravans with pawns resting/sleeping will cease to earn training experience until they wake up from rest

(https://i.imgur.com/alKvhiE.png)
Combat training
- Option appears after enlisting
- Clicking this option will enable your caravan pawns to gain:
+2,000 shooting skill EXP per hour
+2,000 melee skill EXP per hour
- Cannot be selected with other training options
- Interrupted by caravan moving or performing other actions (i.e. clicking other icons)
- Caravans with pawns resting/sleeping will cease to earn training experience until they wake up from rest

(https://i.imgur.com/9n8NMWM.png)
Resign from service
- Option appears after enlisting
- Clicking this option will allow you to leave the faction, all benefits will be withdrawn and options removed
- -25 relations when selected (may be subject to tweaks i.e. less relations loss)
- Are you sure? screen to possibly prevent accidental click


Enlisting will allow you to change your playstyle, pretty much a wanderer or a permanent caravan, like a homeless ranger that goes from outpost to outpost living with your faction base, they provide the daily provisions and training but you'll never have a sense of permanence like staying in your own home.

[EDIT: Details removed due to OpSec]. If you have comments about this planned feature please give it, it can either be Rangers exclusive or we can potentially allow you to join any faction if this was standalone.

Also the thing with training stuff, wanted to do more options but it needs some balancing on how much exp per hour we can do. It will potentially be exploited with pawns left in bases for ages (which is how training is supposed to be) but it can't be that someone walks out as John Wick after 10 days. I gotta get this in order later.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 18, 2021, 05:54:00 AM
QuoteAnti-drug ranger poster
I sell them elsewhere then ;p

Enlisting is good idea, should be oart of base mod. I know that is a concept but, it's like dlc with new cool thing to do. Like... having a colony and have 5 commando type pawns who roam Rim and do stuff becouse they have reason to leave colony now.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 18, 2021, 03:14:56 PM
Some weapons I find too detailed or "off" are being slightly reworked.

(https://i.imgur.com/uGoEf1L.png)

Hey all, I'm going out on a run.

I'm reflecting on how far we should take going to vanilla style with Red Horse 2.

I'll be honest with you guys, I wanna hit it more mainstream. I want for the mods to have a wider target audience, and this means the crowd who likes vanilla style and balancing. I wanna reach them now that all the textures are original. Why? Because it may mean more donations on ko-fi (I've spent hundreds on these mods, reaching about a thousand now, wanting to earn something isn't necessarily bad), that and reliving the old glory days when I first started modding, only this time to finalize the mod series in a saga that won't need to be remade or remastered ever again. Then I can go finish modding one day when everything is done, on a setting sun and finally play rimworld because all I do is test mods.

(https://i.imgur.com/r8yuJs1.png)

Should we rework Rimmu-Nation 2 to have weaker weapons modelled after VE Expanded weapons? (With Oskar's permission, the man himself)

Weaker Rimmu-Nation 2 means weaker factions. That means VOID won't be as powerful, and etc. etc.

Should we have weapon sounds that aren't so bombastic? Maybe just cut down the variety of sounds and keep it small?
Should we just use vanilla weapon sounds?

Should we stop using real weapon names? Not everyone appreciates using COLT, FN Herstal, 5.11 in a world where those companies may not necessarily exist (no matter how hard Red Horse 2 tries to explain the lore of these things) It means all clothing will be affected by these changes also.

What are your thoughts? Please give em because if I make up my mind, I'd appreciate hearing yours out before things are made final. Things will be final when these mods release on steam, right now we have time to change anything.




Quote from: Skynert on March 18, 2021, 05:54:00 AM
QuoteAnti-drug ranger poster
I sell them elsewhere then ;p

Enlisting is good idea, should be oart of base mod. I know that is a concept but, it's like dlc with new cool thing to do. Like... having a colony and have 5 commando type pawns who roam Rim and do stuff becouse they have reason to leave colony now.

Thanks Skynert! I made a decision on it, I think it can be a standalone mod so it can reach a wider target audience. It still makes sense for rangers but if it was available for everyone to play with and pick and choose, it'd have more attention to the feature than if it was in a faction mod that not everyone may want to use. That was my thought on that.

I'd probably ban neolithic and spacer factions from using it but have a mod settings to perhaps allow it/disallow for players
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 19, 2021, 07:19:55 AM
Dont ban neolithic, 90% of my playthroughs start as tribes and live as less primitive tribes with guns ;p
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 19, 2021, 08:15:05 AM
Rimmu-Nation² Clothing updated, download link available in front page

Been going so hard on the rangers and other mods in development, that you guys haven't had anything new. I'm throwing everyone a bone by finishing some old works in progress and have released an update of some new items for Rimmu-Nation² - Clothing. Thanks for voting in the polls, this brought to my attention people would like some new gear.

(https://i.imgur.com/0N8XbiV.png)(https://i.imgur.com/HadHd1q.png)
P1944 Gasmask
Reduces toxic fallout effect by 75%. Also looks cool.

(https://i.imgur.com/KgVPgOb.png)(https://i.imgur.com/lPuqV6l.png)
M56 Webbing
Unfun fact, I accidentally merged all of the ranger version's templates in the only save of this template, rendering it useless to be re-used and recolored. Had to remake the M56 webbing manually. I did it cause I love you guys alright.

(https://i.imgur.com/Up88NOp.png)(https://i.imgur.com/6UOTQoZ.png)
FAST Pack
Same carrying capacity as RUSH 24, which is so far the daysack that can carry the most in current mod series.

Note: Speaking of backpacks, all of the coding has been tweaked to better fit on west and east view so they don't look off.

I haven't slept much so I'll keep it short and sweet, yes, it's all modular. Yes, you can wear the backpack with the webbing with the body armour.

You could wear the gasmask with a ski mask so you can dress like you're cold war era SAS or something, but no, unfortunately, no helmets with the gasmask due to them rendering above the helmets (or under chinstraps) so I decided to make them not modular with each other.

Screenshots:

(https://i.imgur.com/WHV9Dmz.jpg)(https://i.imgur.com/3gWZ7nZ.jpg)
(https://i.imgur.com/897LjNb.jpg)(https://i.imgur.com/5HRfg2Z.jpg)




Got a party to attend today, I hope I do attend it. Wanna roast chicken for everyone, then I gotta do other things. Cheers all.

Quote from: Skynert on March 19, 2021, 07:19:55 AM
Dont ban neolithic, 90% of my playthroughs start as tribes and live as less primitive tribes with guns ;p

No I mean that neolithic tribes, you can't enlist and do crazy industrial stuff with them. I'll talk more about those later I gotta go bed, hope you guys enjoy the new content for RN2: Clothing  8) 8)




EDIT:

Quickly updated oversized M56 webbing display on the floor, if you have issues with that then please just redownload. Cheers

Edit 2:

Hey all I screwed up. I accidentally added the M56 Webbing for the Rangers and added the Ranger Webbing to Rimmu-Nation 2. That's an epic oof, apologies due to lack of brain function at the time.

It's now fixed, you may get errors and lose the ranger webbings but seeing as they were probably pink squares for you it doesn't matter. Cheers all
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 20, 2021, 02:38:11 AM
[EDIT: Details removed due to OpSec]. Caught me off guard cause I was supposed to be off till Sept, due to COVID calming down they made some moves to get my butt ahead on the thing.

Anyway about Rangers.

Was highly unsatisfied with something, so I thought.. I got it. Let's redo the thing and do it properly in vanilla style. No set colours, no re-used recon armor with an added bandolier. Let's go all the way, make the thing recolorable and original.

Here's what we got:
(https://i.imgur.com/iUU9ZfL.jpg)

(https://i.imgur.com/DMzdXBM.jpg)

Possible outcome:
(https://i.imgur.com/Vb4fXt3.jpg)

Will probably do the bandolier as a separate webbing layer. Hope it turns out good, but it's flippin time consuming and my days are numbered now. Cheers all.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 20, 2021, 04:59:10 AM
OP Delivers again bois, the textures are done, rangers now looking so vanilla mate. Flip.

Ran into an initial issue figuring out how masking works but it was just a matter of using the right stuff in .xml already available. I earned my sleep, you guys can have screenshots of the new stuff.

Images when masking issue was present
(https://i.imgur.com/TTmYSPZ.jpg)

(https://i.imgur.com/wwwM0qJ.jpg)

Images with fixed masking
(https://i.imgur.com/UhfDOy2.jpg)

(https://i.imgur.com/FYnd4KR.jpg)

(https://i.imgur.com/RtQ9sH2.jpg)(https://i.imgur.com/lguu6Oe.jpg)(https://i.imgur.com/DxuBvko.jpg)(https://i.imgur.com/YvFjO3U.jpg)
(https://i.imgur.com/DHgkn09.jpg)(https://i.imgur.com/dvTeKDp.jpg)

(https://i.imgur.com/vT0qe51.jpg)

(https://i.imgur.com/51mTsuw.jpg)

(https://i.imgur.com/iFaCiMz.jpg)

(https://i.imgur.com/OaUHodR.jpg)

(https://i.imgur.com/kY4luYo.jpg)

(https://i.imgur.com/9vWTmQb.jpg)

Need a ranger motto now lads, they're really getting fleshed out.
"Glory for the republic!" or "Rangers are super cool!" or "I'm Batman."

Current plans:
- Redo Rimmu-Nation 2 weapon sounds, declutter unused or old game sounds to new more modern game SFX
- Bandolier webbing item
- Move back view of ranger helmet exhaust a bit more to the center
- Write order for Taranchuk for the quest system
- Balance Ranger weapons so I can release beta version here
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 20, 2021, 07:27:00 AM
"We like pancakes!" Or... I dont know, Im not good at marketing. O! Semper Fidelis Ad Mortem? Always loyal, until death.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: FadedRen on March 20, 2021, 01:44:42 PM
Hello Chicken Plucker, just wanted to say that I really enjoy using your mods. Don't think I've played a run without running at least 6 of your mods. Keep up the good work! Also, a possible motto for the rangers could be "In the Face of Death, we Prevail."
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on March 20, 2021, 08:34:27 PM
Like that last armor design. Doesn't feel "blurry" for me anymore.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 21, 2021, 06:32:56 AM
RIMDEED UPDATED, FRONT PAGE YADDA YADDA YOU KNOW THE DRILL:
(https://i.imgur.com/nq27XpE.png)
- Ban timer reduced from 30 days per applicant to 10 if they die within protection period
- Option to reset ban in mod settings added




Sorry for yellin at you fellers, I'm freakin exhausted and there's only two chickens to roast left in the fridge. I should go home frick.

Anyway lads, I've hatched a diabolical plan to possibly appear in Tynan Sylvester's radar and maybe find employment in the Ludeon team if senpai notices. Canute brought to my attention an old Twitter post of him seeking people who can do storyteller art with backgrounds and this and yadda yadda with hero poses. Here we are with a vanilla style faction coming complete with artwork, freakin uhhh.. Ahh.. Oh yeah. Major features like the quests and stuff, so it's not just another faction mod.

What next in the page?

Welp. A storyteller. (Work in progress image below)

(https://i.imgur.com/Zrgg0M6.png)

Work in progress storyteller named Elizabeth "Betty" Lester.

It's Ranger Betty. Unsure if I should make her another hardcore storyteller or just make her casual. Betty believes herself to be cursed due to all of her loved ones having a track record of dying horrible deaths, in the hands of either cold blooded killers or unfeeling, unemotional machines. It seems anywhere she sticks around for too long, she attracts danger and trouble. She's gone around looking for it, establishing the rangers only to step down as chief when it began to gain traction. She left on the grounds of suffering extreme PTSD, diagnosed with depression and having suicidal tendencies. (Yeah, willing to go there.) This therefore lead to her being labelled as unfit to serve with the Rangers officially, for the sake of not tarnishing the image that's been portrayed of her to inspire many, and secretly because she believes she is cursed and will cause the death of her allies, just like how she has lost her family and her entire republic.

She's gone to live a life of isolation by choice, cleaning towns of outlaws in an attempt to go out fighting, doing what's right and to punish herself for highly traumatic events that she blames herself for, with all others around her never getting to know, due to their unrealistic heroic views and expectations of this ranger blowing smoke in the reality that is a broken human being with a revolver and a grudge.



I understand I wanted a story with Rangers full of hope and heroism, but I want to be very realistic and I want a character where if you strip them of their gender, their armor, their skills and weapons you see underneath a human being just like everyone else that is capable of flaws and feeling pain and suffering, yet rising above it all, finding a greater purpose in staying alive to fight everything pushing against them despite of the demons they face. Maybe one day that person will find what they need by looking around, and find that long awaited victory by realizing that they cannot be their own saviour. That they need help.

Have some friends suffering with PTSD. They don't like to talk. It just gave me some mood and I felt that a Mary Sue character like Betty at the time could use some human attributes, and if she did see all of her friends die at such a young age, then she would very much not come out as the hero she's made out to be when nobody else is looking. I hope if anyone out there is suffering that kind of fate, that they keep on fighting and keep on praying and that a few people like me will pray with them even if it's not visible or even if they don't believe in that stuff. I can only hope one day, it causes something amazing to happen, and that it'll surprise us both.

I'm off to bed, more writing and worldbuildy and art later. Me tired.



Quote from: Skynert on March 20, 2021, 07:27:00 AM
"We like pancakes!" Or... I dont know, Im not good at marketing. O! Semper Fidelis Ad Mortem? Always loyal, until death.

Thanks, nah I'll stay away from US Marine mottos my friend but thanks for the suggestions

Quote from: FadedRen on March 20, 2021, 01:44:42 PM
Hello Chicken Plucker, just wanted to say that I really enjoy using your mods. Don't think I've played a run without running at least 6 of your mods. Keep up the good work! Also, a possible motto for the rangers could be "In the Face of Death, we Prevail."

Thanks Ren! Welcome to the forums, I like what you've suggested and may adapt from it when I make my mind up

In the Darkest days, in the darkest nights
something something rangers fights?

Genius.

Quote from: MrBriggs18 on March 20, 2021, 08:34:27 PM
Like that last armor design. Doesn't feel "blurry" for me anymore.

Me too Briggs! I am happy with the decision, was worth the hours spent doing.

(https://i.imgur.com/nVnYl8G.jpg)

Could even color code them now if I wanted, I'm color coding the elites and boss units but probably letting the normal rangers wear whatever color they want for variety
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 22, 2021, 07:08:35 PM
(https://i.imgur.com/CkGJo3X.jpg)

Vestguard quick release body armour.

Before I get to doing the iconic Flyye, Crye JPC and other US military stuff, I wanna do some other companies who make body armor as a good practice to get them right.

The work with the rangers have really helped me get into doing the shapes of "strappy" gear. With this newfound way of doing things, I've decided I want to redo the Osprey body armour because that version just doesn't sit right by me.

I've got some content releases planned for Rimmu-Nation² Clothing.



Below is what you will see when clicking the "Missions" UI gizmo upon visiting Ranger bases
(https://i.imgur.com/yOC3chJ.png)

(All images are concept for the coder's visual aid)

(https://i.imgur.com/XpMoows.jpg)

So you get your caravan over to a Ranger base upon enlisting and see the following options. More details in the link below fully explained.

Rangers are awaiting coding from Taranchuk, here is the full Google Doc of the features instructed to him if you are interested in reading about it:
(https://i.imgur.com/1QRAdk6.png)
https://docs.google.com/document/d/1dG_kQ88awjzqbKniV55nZpHXWLK8AvXlgbASGzd06Wk/edit (https://docs.google.com/document/d/1dG_kQ88awjzqbKniV55nZpHXWLK8AvXlgbASGzd06Wk/edit)

While this screen is open I want an ambience song to play, probably gonna grab a royalty free noir jazz ambience or something cool so you really feel like an officer having to deal with all kinds of paperwork and pirate junkies attacking people 8) 8)

Also waiting to be done:
- "Big Iron" band commission of the Johnny Cash version, they are a band from Fiverr who I will talk more about later when the song is out. Female vocals, they have a proper studio and all that cool stuff
- Me to finish storyteller art. Got back home to get some new kit, including a graphics tablet. Yeah the lines are rough for Betty Lester (who is obviously based on Lara Croft remake's face) and I got my trusty old Bamboo pen tablet back. It's a discontinued old model I began modding with from A17, a whopping 4 years ago, so it's like the whole crew is back.

(https://i.imgur.com/OhiKTqZ.png)
"Mr. Shorty" Charge Carbine
Sketchfab model by TheMiniFrench, I took it and recolored it and interpreted over in RW style. I felt the Rangers were constantly outmatched by mechanoids and they needed at least another spacer weapon. Why not add a wooden stock? Kept to the wasteland feel.

(https://i.imgur.com/P4ykQST.png)

Projectile art

(https://i.imgur.com/JzVvRPy.jpg)

Also did some SFX work, think I'll rework all RH2 sounds with better volumes and removing some older and overused video game SFX coming from games like COD4, CSGO and etc. Reasons why is because I don't like the sounds to be too distracting that makes you think "Oh yeah that's from COD4" or be too red level freakin' loud like some of the sounds already are. The sound effects of RH1 are in the hundreds, can't be bothered dealing with that noise so I'm starting over instead. Pun not intended.

Yeah I took Timesplitters 3 Sci-Fi weapon SFX mixed with rimworld charge SFX to make it sound cool and new  8)

Grew up with those series, didn't have a lot of other kids to play with save my cousins so countless hours were spent playing virus in Training Grounds with AI.



(https://i.imgur.com/1LFQyCJ.png)
(UI art for reinforcements feature, all in the google doc)

That's all for now folks. Time is short, aiming to get at least 3 new armors done before next week where I have to work on work stuff.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 23, 2021, 09:26:34 AM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

Changes and new body armour:

Osprey Mk 3 body armour:

Before:
(https://i.imgur.com/J7tIjR7.png)(https://i.imgur.com/kpxCXoJ.png)(https://i.imgur.com/rtWr9dA.png)

After:
(https://i.imgur.com/59Aj5QR.png)(https://i.imgur.com/cO2HfSf.png)(https://i.imgur.com/8FTqU29.png)

Was surprised by the significant increase in quality. I have some of the work spent doing Ranger textures to thank for that. Decided I'm also redoing the TactTec and Ghost Patriot just because. Who knows. Would you guys prefer new body armour or these getting reworked? Let me know in the comments please.

If you prefer me saving my time in correcting what you possibly feel is a body armour texture that already looks good to do something newer, you tell me now before I go off possibly wasting time. I'd be happy to make considerations.

Vestguard "Quick-Release XTreme"
(https://i.imgur.com/Q5UVMJh.png)(https://i.imgur.com/HZ6GIvP.png)(https://i.imgur.com/5Jojhsc.png)

Decided to just call it "QRX" for short. Vestguard who is a pretty reliable company I HAVE bought an armor from before (dumped uni grant money, I'll tell you that.) doesn't really name their stuff ally and cool names like the US companies do.

I purchased a level III soft body armour (not this one you see, was a covert one with no molle), they sent me an incorrect stab vest and after messaging the seller they sent me the correct body armour for free, letting me keep the stab vest. I flippin' love em so I hope their armour design makes you lot happy also.




Rangers progress:
(https://i.imgur.com/HU5Si4C.png)

Taranchuk worked on missions today, the thing is coming together nicely. Took him a long time just on this one alone.

(https://i.imgur.com/JCJeCD5.png)

He solved an issue where the drop down quests results in too much missions, going beyond what the player can see. He's now adding a system where instead of seeing the defnames of missions, you will see pre-generated quest titles.

That's all for now folks, see ya later. I gotta run literally today. Wanna do more Rimmu-Nation 2 work after.




EDIT: Having trouble uploading the update due to connection issues as of now, please try to redownload if it doesn't work for you. Cheers!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 23, 2021, 01:58:24 PM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/xOpMOXJ.jpg)

Flyye FCPC (Field Compact Plate Carrier)

So I wanted to surprise everyone and start working on Task Force 141 and chose a Flyye plate carrier that wasn't the JPC. Problem is I changed my mind cause 141 uses Tan or Coyote brown plate carriers, you guys can have it instead.

(https://i.imgur.com/psWCVpJ.jpg)

Still haven't run, should have run already, did this instead. I'll go now guys, see you later with another update.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 24, 2021, 02:30:09 AM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/93QCgVO.jpg)

Hey I made a boo boo. THIS is the real Quick Release Xtreme, turns out the one I posted above was the Quick Release Advanced, therefore you guys have another generic looking but EPIC black armor. I really didn't wanna do this armor cause of the accessories making things harder but here we are and it looks good and adds more variety. I want a few more generic ones, i.e. blue press armor and crap so we can have pirates with the kit.

I'm spoiling you with these body armours because I really wanna get a healthy amount of gear out for this mod so I can release soon. That and it's a good filler till Rangers are ready.

(https://i.imgur.com/FftSl3L.png)(https://i.imgur.com/QaKhysC.png)

I want:
10 helmets
10 armors
10 backpacks
Maybe 4 carrier rigs or less. Dunno.

Some onskins
No jackets. (To stop tribal parka bug)

(https://i.imgur.com/MFt3kaP.jpg)

Yorkshire Terrier photobomb alert

See you guys for the next stuff.




EDIT:

(https://i.imgur.com/A7Lx4Ns.png)

Brand spankers new preview for the mod, in style of 5.11 web page advertisements. I need to do more 5.11 gear for that company, they're just too tacticool

Incoming unsolicited meme:
(https://i.imgur.com/zqf9lfo.png)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 25, 2021, 09:02:39 AM
(https://i.imgur.com/YHZsBJV.png)
Queue epic Hans Zimmer soundtrack (https://www.youtube.com/watch?v=GmDrG6MlhF8&t=0s&ab_channel=oguzVEVO)
Red Horse² - Task Force 141

(https://i.imgur.com/2BdI7K3.jpg)

MICH Helmet (141) work in progress

Intended to be masked to be colorable, will do balaclavas and goggles for 141 intended to be modular for the faction that can be worn with these helmets. Unfortunately the desired colours will only come out for the faction, not the player. Players will possibly have to deal with stuffables being a pain in the buttocks, unless I could find a way to make it work in code. We could only hope.

(https://i.imgur.com/KvV4oCf.jpg)

PELTOR ComTac art, for now intended to go under the 141 MICH helmet. These are the headsets that come with microphones.

(https://i.imgur.com/SpzYAZz.jpg)

Fleece combats (141)

The Task Force 141 uniform. Decided to stick with the outfits to avoid dramas. This will be colorable, no need for multiple variants, we can do what we did for the Ranger armor and it'll be random generated with the helmet. Or so the intention goes.

These are finished and masked already, with the DCU and zips staying one color.

Accessories:

(https://i.imgur.com/oXL8HoV.png)(https://i.imgur.com/Gi6pvJ3.png)(https://i.imgur.com/vENd7Dh.png)

The rat packs. Classic MREs, always been a staple in my mod series but this time it's 512x512 with original texture art.

(https://i.imgur.com/uKvWfhM.png)(https://i.imgur.com/CQhKImt.png)(https://i.imgur.com/r0CqdZg.png)

Solar Flare cigarettes. Parody of the Lucky Strike ciggies used in Vietnam War and such other state sponsored freedom giveaways by the US Military. For the boys and gals who smoke that want to alleviate the stress of being in a combat zone that isn't even in your planet. I mean come on lads, how can a military mod be complete without a smoker outrunning a non-smoker?

Special thanks to Jecrell, got to use his old cigarette art stuff as base for my own. Will also use his drug coding to make life so easy.

That's all for Task Force 141.

Planned apparel:
Crye AVS body armour
Flyye X-Harness
Flyye MBSS Hydration Pack

Planned weapons:
M4A1 (Task Force)

Potentially if I code things right, we can have all of these in Rimmu-Nation² and make it so that if certain mods with duplicate items are detected, the game won't load them and there'd be zero dramas. Which means, as I do new factions, Rimmu-Nation outfit and weapons list grows for people who just want that stuff also while I hit two birds with one stone proverbially. I don't want to harm birds for no good reason.

/EndOfHansZimmerMusic



Progress on The Rangers:

(https://i.imgur.com/Pec1Stk.png)
Betty Lester visiting the grave of her old friend "Princess" who perished during the final Mechanoid attack that destroyed the Wasteland Republic's capital city.

So back to the bleaker side of Red Horse. I've been working on an animatic for Betty Lester and her back story with her deceased friend Princess. It was a nickname given to her as a result of her wealthy background. She was a fellow ranger, was a girl born into a wealthy family that was given a huge bedroom for herself during her time in basic training thanks to her parents bribing the right people. She was a mellow and innocent spoiled young woman who had no idea what was going on around her, but always did her best to smile and make others around her happy.

Betty and Princess became best friends, always together on guard duty and transitioned to the Ranger battalion of the Wasteland Republic at the age of 17. There they became more hardened to combat and were part of the teams that bailed out Sentinels (Power armored special units of the W.R.) out of trouble despite being under equipped canon fodder.

Just wanted to hammer home Betty's backstory but I'd like to hear your thoughts on all of this. Too sad5me?

Okay enough about the debbie downer backstory of the tragic hero.

Progress on the mod:

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

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

(https://i.imgur.com/5AW4sOq.png)

Missions UI is done. It generates quests around your caravan, you get to choose rewards and the rewards are sent to the faction storage. This is all a countermeasure for players who decide not to use settlements thanks to this mod's new system, was a simplified solution than possibly dealing with errors cause you abandoned your main settlement.

Special thanks to Oskar from the Vanilla Expanded series cause he allowed Taranchuk to use some code from his upcoming Rim Effect mod to help fix this thing's coding without much drama and added cost for me! Will credit him later on release

(https://i.imgur.com/j1dT4Y0.png)

Salary and provisions are done.

Salary has been fixed by Taranchuk to work in a way that if you miss redeeming a payment in 7 days, it can add up. I also learned he allowed everything to be editable in .xml for me.

(https://i.imgur.com/4YuIxT3.png)

Taranchuk is doing Faction storage system now, hopefully won't take him as long as missions gizmo but he tells me there's gonna be a lot of work. My commission cost to Taranchuk has now jumped to 20 hours (from 10 hours, due to other Rimdeed related work) which means I now owe him $200 and counting for the new features.

Ouch. Glad it's payday soon but let's be honest, could be saving money for better things than RimWorld amirite?

(https://i.imgur.com/rDP2IeV.jpg)

Progress on Big Iron band cover:
They tell me it'll be ready by today, the band is famous in Albania and their lead singer is a female vocal who was a finalist in the Voice over there. Pretty cool, waiting to see what happens then I'll fully divulge their details and link their channel and etc.

They're awesome, realistically could be charging more for what they do with the mixing and the team effort they do but they aren't. Grateful for this opportunity and I hope their final product make you guys happy.




That's it for me. I'm tired. I want so much done before this weekend cause I have a zoom lesson to create and deliver by next week. All progress will halt when I get to that, then I'm shipped to a new training establishment and everything halts until I get into the routine there. I'm hoping it's not too hard like phase 1 and 2 where there is zero time for myself but we shall see.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 26, 2021, 07:29:09 AM
Task Force 141 progress:

(https://i.imgur.com/Zj4ue74.jpg)

Major progress, most headgear done.

Headgear need doing:
Baseball cap - Will probably do a simple patch cap from some company that's el cheapo. Keep big brands on Rimmu-Nation² for the players.
Boonie hat - Standard, a blank masked version and DCU version? will be colorable.
Ghost balaclava - Standard, masked so the ski mask can be colored while the skeleton printing stays one colour i.e. white.
Comtac headset - Will go over headgear such as Ghost balaclava
Shooting glasses - Has to be colorable, will also go over headgear like the way goggles do
Shemagh - Another el cheapo brand shemagh that can go over most headgear for added variety

Planned apparel:
Flyye X Belt (141) - webbing containing ammo pouches and utility pouches. May be one tan colour or colorable.
Fleece 141 (Multicam) - May do other camo variants of the fleece, so far I've decided against it. Would like to hear thoughts your opinions if anyone's actually reading these if they want other options for camo or if they're happy with DCU.

Weapons:
FN Minimi (7.62 Mk. 3) - Their designated GPMG.
G28 - My chosen marksman rifle for this new remake
M200 Intervention - Had to be done.
Knife - May do the throwing knife but it won't be a throwing knife function.

Again, trying to minimise on weapons for less work and obviously trying to make unique choices that won't have to be repeated to avoid duplicates unless I figure out a new way to make this work without duplication.

(https://i.imgur.com/s84u7hh.png)(https://i.imgur.com/BY1rdCQ.png)(https://i.imgur.com/5tHGF8b.png)(https://i.imgur.com/XNqM0tY.png)
MICH Helmet 141
Comes with ComTacs and a patch. May release a version for Rimmu-Nation 2 with one colour added, no ComTacs or patch to differentiate the two

(https://i.imgur.com/XCYdRcI.png)(https://i.imgur.com/iXO3xkn.png)
Oakley Si Ballistic Goggles
Did no straps, intended to be worn over everything and intended to work also with no other headgear worn. Fingers crossed.

(https://i.imgur.com/jHWn4O3.png)(https://i.imgur.com/AjbvzpS.png)(https://i.imgur.com/VLPdLdG.png)
Helikon Balaclava
El Cheapo brand balaclava that's colorable for 141 pawnkinds. Trying to carefully pick and choose equipment I won't use again if it can be helped to stop duplicates as much as possible.

(https://i.imgur.com/zaPqz3q.png)(https://i.imgur.com/52rEzsv.png)(https://i.imgur.com/esUDcGj.png)
Flyye Gen 2 body armour
Not-so el cheapo brand of plate carrier. Colorable. I intend for it to range between dark grey, black, tan, brown etc. etc. I'm hoping it can be preset to one kind of colour when crafted with cloth but we shall see. May release a different version in Rimmu-Nation 2 but it has to look much more unique to justify the new version.

(https://i.imgur.com/iPJ8aBo.png)
M4A1 (Task Force)
One variant of M4 returns. Classic Modern Warfare 2 skin.

(https://i.imgur.com/8Irwtyq.png)(https://i.imgur.com/07S3c7D.png)(https://i.imgur.com/QUvWMWC.png)
rip off - Energy drink
Name says it all. It is based on the popular rip it brand of drinks. I really wanted this new series to have good worldbuilding, so having midworld forces with midworld nick nacks are gonna differentiate them a lot from the other factions.


Rangers progress:
(https://i.imgur.com/zTf6Igb.png)

Taranchuk is working on the storage system. Trying to simplify it so that you can move things to and from your caravan with the buttons on the side where the Xs are. That's all I have from him so far.

No news on the Big Iron cover, didn't come out today.



That's all folks. Real life is knocking at my door, [EDIT: Details removed due to OpSec], I have to get things done for next week so progress will slow down significantly for myself.

I know I get lots of help from commissioning others but progress can't move forward when I'm not doing the finishing touches and releasing the mod so that sucks. I want the stuff out as much as anyone but unfortunately real life comes first. See ya fellas
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 26, 2021, 05:22:57 PM
Quotenah I'll stay away from US Marine mottos

Did not know that is their motto. Now I dislike it. I will check your work later. Life... I try to Make My YT Channel Great Again sooo... dont have time for WarCrim... Rimworld ;/
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 26, 2021, 09:21:42 PM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/YEkk6mg.jpg)
Went to do a new helmet, this one was a nightmare to do but ultimately rewarding.

MICH 2002 (CAG version)
(https://i.imgur.com/x4mhCgk.png)(https://i.imgur.com/sdoaIOm.png)(https://i.imgur.com/o6Y1kED.png)

MICH 2002 of the CAG (Combat Applications Group) configuration used by Delta back in the day, classic mount which I forget the name of before rails became standard. It's available for you guys now, it looks very different from what 141 uses in terms of patches and obviously the colour.

3M™ F70
(https://i.imgur.com/CDNniOc.png)(https://i.imgur.com/An1iFUd.png)(https://i.imgur.com/8STMnAr.png)
One of the best versions of FAST ACH/MICH** helmets out there. You can tell it looks so slick in design like EXFIL and FLUX, the thing would take away 10% of your mortgage if you had one.

Was a nightmare to do due to the lack of reference images, therefore it's using side and back rails of other helmets designed to mimic the F70, along with Team Wendy's CamFit straps cause I got no bloody clue how the F70 straps look from the rear and side.

I had one reference image and it wasn't even facing the front view in RimWorld style. No side view, no back view. I had to guess and use a pre made high cut shape. I took shapes of the rail from other helmets and etc. It turned out well, I think it rivals the EXFIL in terms of my favourites in the mod so far. I'm starting to feel bad for the FAST helmet cause when it finally comes it may look too generic.

(https://i.imgur.com/fbPdOH8.png)
Redid FLUX helmet's straps and side view strap to look less off. The original had a clip but from a distance it just seems I made an uneven chinstrap.

In-game pics:
(https://i.imgur.com/aiBMW7M.jpg)

(https://i.imgur.com/Xx62Jpe.jpg)

(https://i.imgur.com/ZzZA4me.jpg)
BTW I changed the display of all helmets to just use their south view. It's laziness on my part because doing the bloody display of the whole helmet takes so much time and I cannot be arsed right now. I wanna do more plate carriers, helmets and backpacks and honestly the display takes me away from that and I thought you lot wouldn't mind anyway.




Rangers progress

(https://i.imgur.com/ad68kuU.png)

Taranchuk finished storage screen. Had no time to implement drag and drop feature, you guys are gonna have to be subjected to his button system, oh the pain of pressing buttons.

It's simple but it works. He's off to do the other features now.




Quote from: Skynert on March 26, 2021, 05:22:57 PM
Quotenah I'll stay away from US Marine mottos

Did not know that is their motto. Now I dislike it. I will check your work later. Life... I try to Make My YT Channel Great Again sooo... dont have time for WarCrim... Rimworld ;/

Haha! Come on Skynert that's not very semper fidelis of you mate.

And I'm not done yet, I wanna squeeze out some time in Saturday to get gucci bit of kit out for Rimmu-Nation.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 27, 2021, 11:46:49 PM
NOTICE: The next update for this mod will cause an error, please ignore. If it causes issues with your save, revert to last update and report this to me please. I may give you a unique copy of the mod just to help you protect your save.

This is because of me renaming the MICH 2000 helmet, turns out it's not a MICH 2002 and me being upset that I was incorrect decided to change it now before we make more changes.



Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/wAA1kTz.jpg)

- Gear naming system changed. Item names now feature their name first before their type of equipment
- New pieces of gear added
- Pirates can now spawn with all the gear in this mod, rarity system added depending on what kind of pirate
- MICH 2002 changed to MICH 2000 due to incorrect naming, including defname

I want to do more generic body armours, helmets and backpacks later so we can have a huge variety of equipment. I want it to make sense that pirates can spawn with this kit.

(https://i.imgur.com/KkCDpxQ.jpg)

Ladies and Germans, who remembers the Dragon Skin body armour by Pinnacle armour? Pepperidge Farm does.
It's now a part of Rimmu-Nation as a heavy vest, whopping -0.25 move speed and almost double the weight of Osprey body armour.

The payoff is that this armor, unlike the others, provide 20% more protection with sharp and 10% more in blunt (if I gave it 10% more for blunt that is). As an inside joke, it's got a 10% weaker heat protection due to the fact that the downfall of these Dragon Skin body armour series is that it fell apart in the hot desert sun of Iraq and Afghanistan for the operators who ordered them and preferred them over whatever was issued.

Flyye got the contract to produce the OTV for the military cancel that, Interceptor body armour produced by Point Blank hit military specification requirements while Dragon Skin did not.

(https://i.imgur.com/MMIfMaV.png)(https://i.imgur.com/i0A7I3v.png)(https://i.imgur.com/OYYKxx2.png)

MICH TC-2000
A replica of the one worn by SEALs in the American Sniper film. In-game it's just referred to as "MICH TC-2000"

Decided to do the entire set of gear Chris Kyle wore in the movie, after visiting this site:
https://atrg.blog/2019/03/15/anatomy-of-chris-kyles-loadout-american-sniper-movie/

This tasked me with doing the following gear:
MICH TC-2000 version of the one in the film
PACA Soft body armour
Rhodesian Recon Vest (RRV Chest Rig)

However I read Chris Kyle actually used the Dragon Skin irl, so I went off to do the Dragon Skin first over PACA soft body armour since from what I recall, nobody has done it for RimWorld yet and also, it hit me with nostalgia since as a kid I thought that body armour was freakin' cool after hearing about it in some documentary.

(https://i.imgur.com/L8YNi8Z.png)(https://i.imgur.com/C33xmDi.png)(https://i.imgur.com/sB7N8ZZ.png)

New webbing/chest rig. The Rhodesian Recon Vest or RRV for short. It's been featured both in Lone Survivor and American Sniper. Oh boy did I want to avoid doing this because of the accessories but here we are. The most difficult and painful gear to do are always the most rewarding.

(https://i.imgur.com/WYN4SKR.png)(https://i.imgur.com/bk9mDfC.png)(https://i.imgur.com/ygTWQMJ.png)

Last but not least the main event. Dragon Skin. First one in the series to feature some kind of shoulder guard and neck protection, also groin protection. Really hammers home that heavy feel. References were used for whatever little images are available of this relic.

It's all ours now, available to be produced in RimWorld so we can go get shot by pirates.

(https://i.imgur.com/MfDjd0M.jpg)
Coke MacTavish circa 5500 colourized




Mod release:

(https://i.imgur.com/mhfhGkU.png) (https://drive.google.com/file/d/1iokT8w6lHN2Gajy405uvAEwaii2nt68a/view?usp=sharing)
LINK: https://drive.google.com/file/d/1yeeqj0sMkpt0VBfMAlIQzln_drTsDxpz/view?usp=sharing

About: Mod adds three new consumables. Randy burger, Muff beer and ZZT! Cola. I wanted to do a Simpsons themed mod just to title it "Steamed Hams" but ultimately chose to name it an "original" name for RimWorld puns. I have regrets, but it's a simple fast food mod for those who want some extra food items, it was a tester for me to see what I can do with 512x512 food especially since Pizza Time and Rangers or other mods that add food aren't out yet.

(https://i.imgur.com/P7rZ01H.png)

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

(https://i.imgur.com/n2cG5hR.png)

(https://i.imgur.com/2Oa8KqQ.png)




Rangers progress:

(https://i.imgur.com/l9rBGXI.png)

Taranchuk finished all the stuff with storage and also training features. I have control over how much exp we can get and whatever in .xml cause he coded it to work that way. What a legend.

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

Here is an in-game screenshot of him adding all of the gizmos. It's surreal that we only had a concept image of this a few days ago.

That is all, no news on Big Iron cover yet.




That's me guys. Spent the entire of Saturday doing Dragon Skin and bloody Rhodesian Recon Vest, falling asleep in my own filth missing lunch and dinner just so you can all dress tacticool. Don't say I don't love you.

Got to get on producing a lesson for my troop.

Will come back later and possibly remove backpacks from pirates or just make a huge variety of civilian backpacks to make the military ones rarer.




EDIT:
-Also updated Rimdeed, just moodlet tweaks.

-Rimmu-Nation² Clothing: - Hydration pack name changed to "Wasing pack"
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on March 28, 2021, 04:53:30 AM
QuoteDon't say I don't love you.

Awww :*

Im thinking how hard could be makeing [RH2] Randy Burger - Fast Food set too use diabetes etc. from Vanilla Expanded. Buuut Im not a modder
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 29, 2021, 05:38:00 AM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.
- Layers changed for balaclavas in order to work with neck scarves (NOTE: will not apply for existing items mid-save, needs to be newly generated)
- New items
- Bug fix for RRV error

EXF Balaclava redone

Before:
(https://i.imgur.com/9q4PSrw.png)(https://i.imgur.com/lHFLl20.png)

After:
(https://i.imgur.com/6tguofp.png)(https://i.imgur.com/dWLomFE.png)

New gear:
Ray-Bans PREDATOR 2 sunglasses
(https://i.imgur.com/Ccu5rmr.png)
8X10 ballistic goggles
(https://i.imgur.com/SvsV1bE.png)
SI Ballistic M frame eye protection
(https://i.imgur.com/Q2WHEc0.png)

Aiker skull balaclava
(https://i.imgur.com/ZwvUtwD.png)
Highlander balaclava
(https://i.imgur.com/9JtSzxu.png)
5.11 Blaze shemagh scarf
(https://i.imgur.com/3YeUWfo.png)

TACVASEN Tactical Jacket
(https://i.imgur.com/CWyjjZ0.png)
5.11 Tactical Pants
(https://i.imgur.com/8LzpCj2.png)

(https://i.imgur.com/fVLLh3b.jpg)

Yes, meant to be doing presentation but I procrastinated. Here's to hoping I don't die for it. You may get odd situations where pirates spawn with powered armor helmets under balaclavas, not much I could do. Pain in the butt.

That's all, gotta go.





Quote from: Skynert on March 28, 2021, 04:53:30 AM
Im thinking how hard could be makeing [RH2] Randy Burger - Fast Food set too use diabetes etc. from Vanilla Expanded. Buuut Im not a modder

I'd have to ask Oskar for permission to use his code, so we will see later on. I could always just grab the one in VG.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 30, 2021, 02:38:06 AM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.
- Tweaked apparel rarity for pirates so they don't spawn with all the ally kit. Just commonly used things.
- 2 new backpacks
 1 new body armor
- All backpacks are now craftable, rarity for NPC spawn tweaked


(https://i.imgur.com/qfBiHOb.png)(https://i.imgur.com/UZDvBLK.png)(https://i.imgur.com/lL0iM4m.png)
Viper Lazer SOPC (Special Ops Plate Carrier)

Did a JPC/Swift style plate carrier that was el cheapo. Looks good to me, fits in well with the others.

(https://i.imgur.com/wLFF4xU.png)(https://i.imgur.com/eMaDJ5o.png)
Dickies Student Backpack

Needed a few backpacks that can spawn for NPCs with generic colours, gave it a quick go so they aren't as detailed as the other backpacks.

(https://i.imgur.com/uQM4ZkL.png)(https://i.imgur.com/qLY8j7V.png)
Superdry Tarp Backpack

Same detail, Superdry backpack that I thought looked good for the more advanced NPCs.

Screenshots of new changes in effect:
(https://i.imgur.com/xMBzCRa.jpg)

As you can see NPCs no longer all look like freakin' operators with flyye kit or this and that. They have more generic sets and it makes more sense. Mostly sporting surplus or other more common old gear unless they're mercenaries who have access to the more advanced military sets.

(https://i.imgur.com/dOrtkT2.jpg)

(https://i.imgur.com/A1xxvG0.jpg)

(https://i.imgur.com/ei8RpTv.jpg)

(https://i.imgur.com/PUwFI1u.jpg)

(https://i.imgur.com/H8BVh5p.jpg)

[EDIT: Details removed due to OpSec]. I'm actually bricking it so doing some textures (trying not to overdo it) relaxes me a bit. See you guys later, gotta go. 2 days left. Enjoy the new gear.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 31, 2021, 10:32:56 PM
Note: I screwed up, this update comes with errors. All 5.11 blaze wraps will disappear because I changed it's defname, if you wish to avoid possible issues please destroy the scarves in your save before loading this new update just in case, otherwise it should be safe to ignore the error. Only worried for those with hundreds or more in-game if they have multiple mods.

- Also uploaded the last update in the wrong folder  :-X

Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/h9aJq5p.png)
- New preview.

- Bodypartgroup changes on balaclava again to prevent rendering over helmet. Can no longer be worn with scarves.
- 5.11 shemagh blaze wrap defname changed to proper name
- 5.11 TacTec body armour texture changed
- New utility rig added "Tac Maven Super Belt"

Before:
(https://i.imgur.com/WuHwEMn.png)(https://i.imgur.com/wmmDRUz.png)(https://i.imgur.com/PNF5PTk.png)

I got comments that people prefer this old one, I believe people only prefer it due to the accessories. I still have the preset accessories, I don't like the roughness of the old plate carrier so I wanted to redo it. This was also to match the new storyteller art.

After:
(https://i.imgur.com/72bLnuD.png)(https://i.imgur.com/AwkA5wo.png)(https://i.imgur.com/Ag5FMyD.png)

(https://i.imgur.com/YtFR4z8.jpg)

Redid the TacTec, will do the DDT Plate Carrier next when I get to it.

(https://i.imgur.com/9nkEEtm.png)(https://i.imgur.com/4dZj7S5.png)(https://i.imgur.com/67K7DjB.png)

Tac Maven Super Belt. The first utility belt I've done, the rest will be battle belts that have magazine pouches, this is why I have left alone the configuration of most armors, not only is it easier but it'll be more customizable for players to choose their layout with an empty plate carrier and a webbing.

Deadly fanny pack in-game:
(https://i.imgur.com/nY02xOO.jpg)(https://i.imgur.com/Bw6d73P.jpg)(https://i.imgur.com/iUWeWBP.jpg)

Changes to balaclava layout in-game:
(https://i.imgur.com/pNVijDu.jpg)(https://i.imgur.com/BBJm6tV.jpg)
Found to be more likely to spawn under helmets, unfortunately now it only occupies the neck layer, it is no longer compatible with a scarf. I decided it's better than this:

(https://i.imgur.com/BNUm1nT.jpg)

It still happens I found, with vanilla helmets, but it's rarer.

Bonus: tacticool spiderman spotted:
(https://i.imgur.com/0E0xy6p.jpg)



Did a new storyteller art all day yesterday as practice before I finish Betty Lester's one:

(https://i.imgur.com/hqi6wi4.png)

It's a mash up of EXFIL Helmet, TacTec and a picture of E-Celeb Alex Zedra who plays Mara in Modern Warfare 2019. I wanted to do more storyteller art. Happy with the outcome. Think I'll try planet art later when I get time:

Will I make it a storyteller? Don't know. It'd have to be unique, cant be bothered to figure out unique right now with all the ones out there.



Ranger progress:

(https://i.imgur.com/o4zDI3w.png)

(https://i.imgur.com/GCdff1E.png)

All bugs Taranchuk found is finished, he's also finished standalone version with more added features. It's just waiting on me to finalize with tons of translation key fixes.

In summary before I collapse typing here and fail to finish my irl stuff, it's able to work with other faction mods. I just have to sort it out based on techlevel, able to determine services based on faction techlevel.



[EDIT: Details removed due to OpSec]. Freakin' lessons man.

Pardon me for the issues guys. Enjoy as always.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on April 01, 2021, 04:31:49 AM
We have Gunny the Storyteller. I hate him, becouse he send raids before tea break ;/ Makeing new unique storyteller is hard. Dont even know what too suggest
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 01, 2021, 01:39:44 PM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

- Label changes
- 2 new pants added
- 2 new onskin tops added
- 5.11 Baseball cap added
- Gasmasks now cover fullhead again, may no longer work with some headgear covering lower face. (Still working with balaclavas since balis cover only neck in code now)


(https://i.imgur.com/vPHCWVA.jpg)

(https://i.imgur.com/Aqc2ewp.png)(https://i.imgur.com/HYpd6F2.png)(https://i.imgur.com/j4KJZYU.png)
5.11 baseball cap
labelled "baseball cap" in-game.

(https://i.imgur.com/vqR4ZFG.png)(https://i.imgur.com/FziTMxc.png)(https://i.imgur.com/H0Ae3jV.png)
5.11 tactical polo
Just called "Polo shirt" in-game.

(https://i.imgur.com/dzsTW1r.png)(https://i.imgur.com/W3rbNeK.png)(https://i.imgur.com/OSM0Qm3.png)
Norweigan shirt
Standard issue here, keeps you nice and warm. Surprisingly has more insulation than tactical jackets, that's how cool they are. Designed to be worn under other warm kit, so it works out well.

(https://i.imgur.com/XI5wBhf.png)(https://i.imgur.com/KEY4ia9.png)
Left: Fjallraven Keb trekking trousers (goodluck memorizing that)
Right: Helikon Pilgrim survival/work Trousers

(https://i.imgur.com/MLvVQlR.jpg)




That's all, in a rush. Have phys today. Finished my presentation, it is pending review. Cheers all.

Quote from: Skynert on April 01, 2021, 04:31:49 AM
We have Gunny the Storyteller. I hate him, becouse he send raids before tea break ;/ Makeing new unique storyteller is hard. Dont even know what too suggest

Had some idea of adding incidents with storyteller:

- Random Air Raid
Air raid SFX
Mortar HE shell strike for 1-2 hours

- Prison Camp
Pre-made prison camp with more prisoners inside, heavily defended

- Execution
Random enemy faction will arrive in player world map with prisoner slaves. Slaves await execution, player is notified before execution begins

- Minefield
Caravan incident. Caravan runs into a minefield that cannot be avoided. Full of IEDs

- Care package
Like ship crashed incident, however items inside are survival packaged meals

- QRF
Replace man in black with 3 well equipped pawns

Decided Mara didn't seem like a good storyteller kind for now. Looks too generic to be one? That's my opinion for now. Still enjoyed practicing on the art. Gotta go skynert, bladder bursting, needing PT before it gets dark. You was a skater boi I said see ya later boii  8)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on April 02, 2021, 06:56:16 AM
Still dont know, maybe you are right and it is too generic. Or... made her Ranger storyteller? More quests, caravan ambush help, help defend X etc. Oh, and Happy Easter. I know, its not Easter yet but I can forgot about that later ;p
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 02, 2021, 11:12:50 AM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

DDT Patriot Ghost plate carrier (now only known as "DDT Ghost body armour" in game.)
Before:
(https://i.imgur.com/Oh9wXax.png)(https://i.imgur.com/PN6YmqV.png)(https://i.imgur.com/27AYlNk.png)
After:
(https://i.imgur.com/U4lajPi.png)(https://i.imgur.com/m90BGaA.png)(https://i.imgur.com/GTsBDAj.png)

(https://i.imgur.com/Fs7W5kz.jpg)

I thought hey, "why not?" let's have accessories cause people love accessories right? PRR with a custom pouch, a rando 5.11 admin pouch and triple mag pouch. It's just for these first few body armours, TacTec and DDT because they were the first I've done. Others will be left blank. When I do more webbing like battle belts, you guys will choose your configurations and it'll feel a lot more fluid since you can keep the type of plate carrier you want and change the stuff on it with your battle belts.

This is the only update for today lads, I'm finally free of retexturing some old stuff. Can do new things.

Planned body armours so far:
PACA soft plate
OTV
Crye JPC
Flyye Swift
Crye CAGE
Osprey Mk IV (Maybe)

Planned helmets:
Ops Core FAST
Caiman something something helmet
Team Wendy BUMP
PASGT
MICH TC-2001
Mk 6

Planned apparel:
5.11 assault something shirt (UBACs basically, but Multicam)
and 5.11 multicam mucho freakin expensive trousers, separate pieces of clothing. Outfits may be saved for factions.




Quote from: Skynert on April 02, 2021, 06:56:16 AM
Still dont know, maybe you are right and it is too generic. Or... made her Ranger storyteller? More quests, caravan ambush help, help defend X etc. Oh, and Happy Easter. I know, its not Easter yet but I can forgot about that later ;p

Nah Ranger storyteller is her own thing, also happy easter to you too. Imma go watch a movie and chillax Skynert, hope you enjoy the update mah boiiii

EDIT: Note to self: Don't forget to upload the update in google drive after posting an "Update" post.

Sorry to those who downloaded the update within the 10 minutes of this post, please download again
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 03, 2021, 09:49:23 AM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/7mja8TE.jpg)

Plans:
Helmets:
- PASGT, covered and non-covered
- PASGT camo variant, possibly MARPAT?
- MICH TC-2001
- Ops Core FAST
- Ops Core AirFrame
- Caiman something something helmet
- Team Wendy BUMP
- ACH, UCP and OCP variant

Body Armour
- OTV, Brown, UCP and OCP variant
- Crye JPC
- Crye AVS
- more civilian in appearance, non tactical body armours
- more foreign body armours

Carrier Rigs
- At least 10 carrier rig variants

Struggling with time because these items are so time consuming. I understand in the poll people now want to prioritize furniture, but unfortunately all focus and efforts are on what's currently unfinished now. I have 2 weeks left until I have to get out and get ready for a year of phase 2b training. I'm hoping it's not busy in the new place, but I'm not crossing my fingers cause it's 0700 every morning until 5PM from what I remember.

(https://i.imgur.com/YUYLZVn.png)(https://i.imgur.com/aeVG1eT.png)(https://i.imgur.com/TrtHoji.png)
PACA LVC
The PACA Low Visibility Carrier, Tan in shade. Manufactured by "Protective Apparel Corporation of America" which is what PACA stands for. Was used by military personnel during the war in Afghanistan and possibly conflicts before instead of using their issue equipment, I'm guessing it is more of a personal preference. Usually worn with carrier rigs as it isn't using the MOLLE system.

(https://i.imgur.com/DHtuTty.png)(https://i.imgur.com/A3grXNI.png)(https://i.imgur.com/kLfKVYQ.png)
VestGuard OT103
VestGuard Overt Tactical ELITE variant, which is a version of the Overt Tactical body armour that comes with neck, groin and shoulder protection. I wanted this to have the "PRESS" patch but I thought it is better left ambiguous and patchless.

(https://i.imgur.com/0YEQEeL.png)(https://i.imgur.com/RT6emRb.png)(https://i.imgur.com/PyOUhPP.png)
Point Blank ASPC

The Point Blank Active Shooter Plate Carrier, was meant to come with a "POLICE" patch, but again, I've decided to leave it blank for your personal preference. Point Blank is the company that manufactures US Military and Law Enforcement personnel body armours.

We've hit 11 body armours. I am adamant about hitting 20 and over, along with more carrier rigs. I really want to compete with what's already out there done in vanilla art style. Unfortunately it takes roughly 1 day per armour and it takes a lot of dedication so I'm actually so burned out doing these.

Right now update adds no new headgear, as I said this stuff is hard work so I'm taking it slow less I burn out even more. Gonna go for a run all, cheers and as always enjoy the new stuff.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on April 04, 2021, 11:09:31 AM
Looking great!
Regarding body armor, the ocp one is an iotv, not a otv.
Iotv was first fielded in ucp camo when it was still a thing, back in 2007.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 05, 2021, 05:22:05 AM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/W0eGUQn.jpg)

"We are reaching allyness levels we never thought could be possible."
- Dr. Ally

"Ally" (pronunciation - Ah-lee)
Definition: When you have very expensive tactical (ally) looking kit, therefore making you look like an operator even if you aren't.

Note: The FAST helmets have differing back views, however for preview purposes I only showcase front and side in this post.

Ops Core series:
(https://i.imgur.com/gZey9hr.png)(https://i.imgur.com/Q8vWkUT.png)
FAST LE
So the prodigal helmet has returned, the Ops Core FAST helmet LE version. Went with a standard Tan cause I'm gonna save MultiCam for the armed forces factions.

I made a base for the helmet so I just have to change the rails and colours.

(https://i.imgur.com/YWPkmvk.png)(https://i.imgur.com/7gVRrqZ.png)
FAST BUMP
FAST BUMP helmet, multicam. Absolutely ally, but absolutely non-ballistic. I've had to take some liberties and make it ballistic in-game because we all wanna wear these for the pawns without getting shot in the head. It's lighter than the normal helmets in-game, even lighter than FAST (pun not intended). Downside is it is slightly less protective.

(https://i.imgur.com/gcUE30Y.png)(https://i.imgur.com/xLRni86.png)
FAST Carbon
FAST Carbon helmet, colour is confusing me, either it's grey or olive but it is what the website had. Same stats as FAST BUMP, looks as ally but that's standard for Ops Core.

(https://i.imgur.com/Flpzekc.png)(https://i.imgur.com/A3PFsRw.png)
VestGuard SF151
I wanted a black, urban version of the FAST helmet without using the same helmet. You're noticing the theme of a slight difference, so here's the VestGuard version of FAST. It's about identical in every way except for the mount and some front patches. I think it doesn't take away from the allyness. Same stats as FAST LE anyway.

PASGT ballistic helmets

(https://i.imgur.com/WRGJYnn.png)(https://i.imgur.com/riAAz7p.png)
PAS101 ballistic helmet
VestGuard version of the PASGT helmet. Why it warrants it's own name besides me wanting to have multiple brands and avoiding the "(This thing)" as best as I can, is that it is actually closer to the LWH. Like most modern PASGT helmets, it is lighter than the original design with less bolts/screws.

(https://i.imgur.com/hPwVuKT.png)(https://i.imgur.com/xi4jzxU.png)
PAS101 ballistic helmet (navy)
Same as above but with a navy cover to match with the OT103 armor. Gave it a chunkier and rough detail to seem like a real cover.

(https://i.imgur.com/hMjGgsk.png)(https://i.imgur.com/pNHCnX6.png)
PASGT ballistic helmet
The undisputed heavy weight.. helmet. It's the normal PASGT helmet used by the US in the gulf war before other innovations came around. It's still famous for surviving small arms fire and saving the wearer's life, so I made it slightly heavier yet more protective than the rest of the PASGT helmets here.

(https://i.imgur.com/tGSb4Vv.png)(https://i.imgur.com/AGLLtTb.png)
PASGT ballistic helmet (ENVO)
Same specifications as PAS101, however it's green with some different shaping on the back view as seen below in comparison:

(https://i.imgur.com/CRzjnok.png)(https://i.imgur.com/Yb4hwUk.png)(https://i.imgur.com/HF8O5fX.png)
(PAS101 does not come with visible back straps.)

Last but not least, we have our first battle belt. Everyone is stepping up on the allyness.

(https://i.imgur.com/WByivJZ.png)(https://i.imgur.com/b5LBhMg.png)(https://i.imgur.com/jj27eN0.png)(https://i.imgur.com/wTYqcsw.png)
Condor battle belt rig
It's an el cheapo battle belt, with custom pouches. Over all the cost of these belts are not-so el cheapo when it's flippin added to total including each pouch you put on. Anyway, the gear here is random. In the future if I were to do say Crye gear, I may use only strictly crye pouches and etc. I can have more fun with el cheapo ones like Condor because I can throw together random accessories.

You may notice I used the old accessories from the old version of TacTec. I had these saved for such an occassion, improved the magazine pouch detailing since I didn't like the old one.

(https://i.imgur.com/tzrM2ww.jpg)

(https://i.imgur.com/0Eopetr.jpg)

Lads don't tell me this isn't ally.




Quote from: Rocket_Raccoon on April 04, 2021, 11:09:31 AM
Looking great!
Regarding body armor, the ocp one is an iotv, not a otv.
Iotv was first fielded in ucp camo when it was still a thing, back in 2007.

Thanks Rocket! Will keep in mind when the new stuff arrives. Tempted to only do one version of OTV cause they're painfully long to make.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 05, 2021, 12:48:30 PM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/MzAFWKj.png)(https://i.imgur.com/EHdcAgr.png)(https://i.imgur.com/jnLUUbg.png)

EVS Body Armour
ENVO Body Armour, planned to release it last night with the new gear after finding the ENVO company and their PASGT helmet design. I thought the bluish grey colours were unusual for body armour and were a pleasant contrast to the tan and other common foliage colours.

(https://i.imgur.com/DVFLVyJ.jpg)

We've hit 12 body armours. 8 More till I'm happy to move on and do more backpacks or so.

Also fixed the shine for ENVO PASGT helmet.

(https://i.imgur.com/L0CfESv.jpg)

Cheers all, have fun.

This is all I am updating today, it took ages.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 07, 2021, 05:10:21 AM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.
(https://i.imgur.com/ALS1k2w.png)(https://i.imgur.com/X1laeJx.png)(https://i.imgur.com/xsIWUWV.png)(https://i.imgur.com/CHoLQ3j.png)

Outer Tactical Vest (OTV)
Another armour that took AGES flippin heck lads. It's made by Point Blank, you already know. I felt though it'll be best called "OTV". It's the older gen, not the IOTV. May do some variants in camo or may not because it's extra work taken away from just doing a whole new armour. We will see. Been heading towards more detailed armour with accessory layouts, so it takes significantly longer but ultimately looks ally.

Redefinition of ally: means "Cool", I butchered its meaning. Sorry.

Wanted to do another armour before releasing this but I'm out of time, presentation tommorrow so I have to rehearse and finalize some things. Leaving this update for the guys who just can't wait to pretend it's 6 days in Rimllujah.

Fun fact: I took a Flyye version of OTV vest and copied a layout of some surplus OTV to make this, so it's actually not really Point Blank. A web of lies lads, it's all a scam

(https://i.imgur.com/Q3Puuau.jpg)

Will do uniforms later, gonna have camos now and our first set of camo clothing.



Mod ideas here:

(https://i.imgur.com/dzZHjc3.png)

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

Details of how they work here:
https://docs.google.com/document/d/1Cb6oCTaZ2W4fotfeTf0vbsoRRea3dlpUzWbcReDaJK4/edit



Ranger progress:

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

(https://i.imgur.com/7sS83AE.png)

(https://i.imgur.com/xKjQS6c.jpg)

Big Iron cover:
https://drive.google.com/file/d/1fvtp4CXmMT5vCOgX73-Maf_jj5I15Gal/view

Band worked hard obviously, Altin and Erina who sang the song plus one other member who's name I wasn't told.

Love this cover, however I know youtube comments and some toxic kind of people will complain about the singer's accent. I decided to go and look for another vocalist for the main release. Will get back on it later.



[EDIT: Details removed due to OpSec]



EDIT:

[EDIT: Details removed due to OpSec]

Updated Rimmu-Nation 2 Clothing since I dun goofed up the OTV texture in coding. Sorry lads, it's fixed!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 08, 2021, 01:36:28 PM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/nVud8YW.jpg)

(https://i.imgur.com/fGLwxMP.png)(https://i.imgur.com/qYlD8lW.png)(https://i.imgur.com/wlBqARk.png)
AR500 Veritas
AR500 back in Rimmu-Nation once again except with more accurate flippin detailing and not just slapped on some as a name. Veritaz, very light similar to ASPC with a strap and a clip on the side. I gotta pee, not much else to say. Didn't want just one armour this update so this brings us to the next one..

(https://i.imgur.com/kwFY3My.png)(https://i.imgur.com/crkI9f4.png)(https://i.imgur.com/84uKcWW.png)
VestGuard CT101
Bada bing bada boom you know what it is, VestGuard again with another civilian body armour looking mighty freakin' gucci for you journalists out there. I gotta pee as stated above, it's blue, it's an armour, bish bash bosh.

(https://i.imgur.com/NSkAdTJ.jpg)

Had to center all the front views because for some reason they weren't centered. Did not have fun doing that trying to hold in pee while posting this bleedin' post. I hope you lot appreciate the sacrifices man makes for mods you know.


Centered:

(https://i.imgur.com/7YH3BYb.jpg)

Obviously only centered the front view, nobody notices or cares about the back and side. Tree falling in a forest with nobody there to hear it an' that. Allow it bruv.



[EDIT: Details removed due to OpSec]. Enjoy wearing the new armour. We have just hit 15. SEE YA

(https://i.imgur.com/vVuQTou.jpg)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 14, 2021, 04:07:54 PM
Rimmu-Nation² - Clothing updated:
Download link is in the front page.

(https://i.imgur.com/Qh9R8VR.jpg)

(https://i.imgur.com/aPeRSwN.png)(https://i.imgur.com/0f1zGp6.png)(https://i.imgur.com/eJ7Bksh.png)

Lightweight Helmet (D MARPAT)

LWH in desert MARPAT with the mount. May do other camo version later.

(https://i.imgur.com/vUavBx3.png)(https://i.imgur.com/iaDU00q.png)(https://i.imgur.com/vpizLr5.png)

USMC Chest Rig

Chest rig that was designed to go over the MTV body armour.

(https://i.imgur.com/nsqmwot.png)(https://i.imgur.com/JdVmclb.png)(https://i.imgur.com/NAVIeJd.png)

Modular Tactical Vest

The MTV, was the replacement by US Marines for the OTV. The MTV was later replaced by the STV. (Scalable Tactical Vest)

(https://i.imgur.com/d1dPLoR.jpg)

Hey all, been losing traction with these if you didn't notice. Next week I am back at base to move all my stuff. I feel like this latest work with the USMC gear, namely the chest rig isn't up to par with the others but it's a miracle I even finished them because I got very bored.

Got carpal tunnel in the weekend cause of me smashing these gear out so I had to take a break. I may go on hold with the mods due [EDIT: Details removed due to OpSec], and me losing motivation. Honestly a lot of work over freakin armours and it gets tiring.

Anyway lads, I'd like to hear feedback on this latest gear, your personal opinion if you think it's fine and looks as good as the rest anyway and maybe it's just me. Gotta go, in a rush. Cheers!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 16, 2021, 03:41:03 PM
Rimmu-Nation² - Security added:

(https://i.imgur.com/5erqFb1.png)
DOWNLOAD LINK (GOOGLE DRIVE) (https://drive.google.com/file/d/1rmGsv1muDvOh9s70CLQnQj0CId3EOsDM/view?usp=sharing)

(https://i.imgur.com/5PHb3SS.jpg)

Ayo whattup it's ya boi Tom Clancy back at it again with another mod update

(https://i.imgur.com/kBZOPkN.png)
Tom Clancy
Everyone's favourite video game legend Tom Clancy who stars in PUBG and Fortnite. He was also in movies like Toy Story, Big, The Terminal, Castaway, Saving Private Randy and Forrest Gump.

Did a character art with the intention of using it only for the preview, rushed it. I found it easier to do males because you can draw all the wrinkles and not have to worry about making them look feminine. Since he won't be a storyteller, I was happy with the quality despite it feeling unfinished if I had to make it a storyteller.

(https://i.imgur.com/mR3TPVJ.png)
C-4 Charge
C-4 returns in all of it's sticky playdough glory, now with lower volume and less chance of tinnitus.

(https://i.imgur.com/7LnUEQS.png)
C-4 IED
C-4 IED from CSGO, has a wider blast radius with reduced damage. You also get to use a Nokia 3210 in RimWorld to detonate this bad boy.

(https://i.imgur.com/kHvjl5E.png)(https://i.imgur.com/Z7ihF8E.png)
Sentry Gun
Everyone's favourite killstreak, the Sentry Gun returns in 512x512 texture. You may as well get a recliner and watch this baby do all the work while you're safe somewhere doing paperwork and risk assessments.

(https://i.imgur.com/6YFOTzm.png)(https://i.imgur.com/X6wr5cS.png) (https://youtu.be/iv5wXEwDiaw?t=242)
Detonator UI art
Last but not least, M57 firing device aka "Clacker" as UI for your military grade C-4 and a Nokia 3210 detonator UI for the IED.

Need I say more gents? Enjoy blowing things up.

Any questions and queries please use the 3210 to contact Tom Clancy.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 18, 2021, 09:26:31 PM
Rimmu-Nation² - Security updated:

(https://i.imgur.com/bXrjfIr.png)
DOWNLOAD LINK (GOOGLE DRIVE) (https://drive.google.com/file/d/1rmGsv1muDvOh9s70CLQnQj0CId3EOsDM/view?usp=sharing)

- Sentry turrets now have a size of 2x2 instead of 1x1
- C4 IED ingredients cost less component
- New security buildings added

(https://i.imgur.com/mldh68s.jpg)

Ladies and gents, you know what time it is, Tom Clancy back at it again with another mod update

(https://i.imgur.com/d4aaKhn.png)(https://i.imgur.com/PKMDyh6.png) (https://www.youtube.com/watch?v=0oxt-WtC6Oc&ab_channel=NCFirebolt21)
New 155mm shell IED with a 3310 Nokia detonator. This has the widest radius of all the remote control triggered explosives, but has the weakest damage out of all three. Doesn't matter if you're aiming for personnel though, it's deadly, just starts to show when you're fighting heavily armored units.

(https://i.imgur.com/rj2Bvpk.png)
YM-1(B) Anti-Personnel Mine, surprisingly not much information about the mine besides being a common EO threat (Explosive Ordnance) that has been found in Afghanistan and Iran, I'm guessing it is Soviet made especially since its design is similar to that of other common soviet made AP mines.

This thing isn't really designed to kill, but to maim personnel. It is however, not shy of taking away lives. Sadly in real life a lot of these things are still buried in all kinds of places with even the people who put them there not knowing exactly where they are if you could ask them. This is why mines are banned in the Geneva convention, but that's not gonna stop you though is it?

Made the damage able to take away limbs but not quite as bombastic as all the remote control explosives. It's like the in-game vanilla IED with more damage and also triggers more instantly.

(https://i.imgur.com/6nDWDGt.png)(https://i.imgur.com/DpHqfRs.png)
M2 Browning, made by the man the myth the legend John Browning towards the end of WWI. This heavy machinegun was the reason why the .50 Browning Machine Gun (BMG) cartridge was made.

In-game it takes 100 steel to signify the .50 cartridges as fuel and fires bursts of 4. Gotta conserve ammo folks.

(https://i.imgur.com/uRwyIa0.png)

Mk19 grenade launcher, uses the same tripod cause I was too lazy to make a new tripod designed specifically for the Mk 19. It fires in bursts of two 40mm grenade rounds because even though you can do full auto, you may wanna NOT do that cause budget cuts on ammo.

Funny story: I can't add fuel on explosive turrets, don't know why but it won't work and consume fuel. That means this has free ammo like classic turrets. GG Tynan.

(https://i.imgur.com/UhzCZcq.jpg)

Alright I'm going to bed, all of you go drive that funky soul. If you missed the easter egg, it's on the 3310.

[EDIT: Details removed due to OpSec]


Mod updated 0.3

EDIT: Fine I updated the mod again, you can have 8 burst shots for the M2 Browning cause 4 is a bit too boring when the enemies start rushing your position
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 19, 2021, 10:29:55 PM
Rimmu-Nation² - Security updated:
DOWNLOAD LINK (GOOGLE DRIVE) (https://drive.google.com/file/d/1rmGsv1muDvOh9s70CLQnQj0CId3EOsDM/view?usp=sharing)

- M2 Browning and Mk 19 Grenade Launcher now minifiable and haulable
- M2 Browning burst fire reduced back to 4, cooldown reduced
- Grenade Launcher damage def buff

(https://i.imgur.com/teIK5Id.jpg)

Ey what it do, its a ya boi Tom Clancy here again with another mod update.

(https://i.imgur.com/31eIsvo.png)(https://i.imgur.com/9bB55VR.png) (https://www.youtube.com/watch?v=82nEELYswL8&ab_channel=Joed_echer)
The BGM-71 TOW. You point, you shoot, thing explodes. Thing doesn't require ammo, was the easiest way to code it since adding ammo would be a whole lot of trouble and issues I don't care for right now.

Tested this, it's able to destroy a Centipede in 2 hits but it can take more depending on situation. It's supposed to have a missile acting similar to ones in Javelins where they fly overhead and attack from above where there is likely to be minimal armour but I'm guessing cheaper so probably not as damaging. I'll try to be more accurate in the future if I ever get hit by a TOW-2B so I can judge from first hand experience. That was sarcasm.

(https://i.imgur.com/YkmrHs6.png)
TOW-2B missile art.

(https://i.imgur.com/HZcXnAn.jpg)

(https://i.imgur.com/YYJ9i0m.jpg)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 20, 2021, 06:50:24 AM
Rimmu-Nation² - Security updated:
Download link in posts above or front page.

- M2 Browning burst rate increase
- Mk 19 grenade launcher burst back to 2
- New UI and description for M2 browning running out of ammunition

(https://i.imgur.com/Tcbw38N.jpg)

Tom Clancy again today folks, got some simple mod improvements for Rimmu-Nation security including UI fix.

(https://i.imgur.com/IHv0Rki.png)

Here's the UI art. It's an ammo box of 100 linked .50 BMG cartridges.

I also scaled the steel you need to reload as 1:1 steel for each .50 BMG cartridge.

Before you lot correct me and tell me that those .50 BMG cartridges aren't made of steel, don't you even before I get a heart attack. Look, I don't wanna add new resources in the game just to accurately make this reloading thing look cool alright. Freakin' Tom Clancy here gonna go live in another uncharted lost island man.




Randy Burgers has also been updated to fix Soda UI error.

Gonna go, cheerio
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on April 20, 2021, 06:54:38 PM
I didn't check here since my last post and as a civilian who is not flluent in military equipment I find the amount of new armors to be a bit overhelming. Most likely just my lack of knowledge on the matter, not the actual issue. Like the visuals though. A question I have however - how is Nokia connected to explosives at all?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 21, 2021, 09:15:15 AM
Rimmu-Nation² - Security updated:
Download link in posts above or front page.

- M2 Mortar added
- M49A2 HE shells added
- M2 Browning ammunition description tweak
- Fragmentation damage from explosions tweaked and balanced to be more realistic

(https://i.imgur.com/fF3xzgg.jpg)
Tom Hanks back at it again with some mortar action

(https://i.imgur.com/QiYQf41.png)
M2 Mortar
US Made, WWII origin. Uses 60mm but mortar calibers don't exist in RimWorld so it can take any shell you put in.

(https://i.imgur.com/H8JDVdh.png)(https://i.imgur.com/nolzUih.png)(https://i.imgur.com/mtHpuDH.png)
M49A2 High-Explosive Shells
Meant to be the 60mm shells that go inside the M2 and other NATO 60mm mortars but again, mortar shell calibers aren't a thing in RimWorld so we'll just keep it simple.

It's better than the vanilla HE shells, wider blast radius and more damage. Same damage as the AP mine explosives, it's my "RN2Bomb" damage standard of fragmenting explosives like grenades and etc.

(https://i.imgur.com/NbRshOF.png)
Projectile art

(https://i.imgur.com/vX1QHrN.jpg)




(https://i.imgur.com/uEOEVqX.png)
GrW 34 81mm Mortar
Unused asset. Was a mistake on my part thinking it was the M2, turned out to be German origin from WWII. Unfortunately I'm torn about using it since I'd have to make 81mm mortar shells too and it'll mean having more calibers present for mortars. Extra work for me.

If anyone is a fan of this German mortar let me know, maybe I'll add it.

(https://i.imgur.com/LuwFca4.jpg)

In-game screenshot before it was changed to the actual M2 Mortar texture.




Quote from: MrBriggs18 on April 20, 2021, 06:54:38 PM
I didn't check here since my last post and as a civilian who is not flluent in military equipment I find the amount of new armors to be a bit overhelming. Most likely just my lack of knowledge on the matter, not the actual issue. Like the visuals though. A question I have however - how is Nokia connected to explosives at all?

I think that's a positive. Really most of the armours are by civilian companies, they just have their own names similar to how weapons made by companies each have their own names. I wanted variety and we seem to have it so far.

As for Nokia phones, they're just very common phones that were and still is present around the world. These days they are commonly used as burner phones, something abandoned easily since they are cheap and easy to acquire after having been used for crimes or other shady things where the user wouldn't wanna be traced.

I grew up with the phones and I wanted the old nostalgic phones of the era to be used as the detonators for the IEDs in these mods, no real link other than they were prolific enough to be used by baddies as a detonator for remote controlled IEDs.


EDIT:
Quickly patched the M2 Mortar to allow being built in medium terrain affordance and also NOT explode when destroyed

Patch 2:
- Range buff for all mounted weapons
- M2 Browning fire rate is now single shots with low cooldown to simulate full auto
- M2 Browning ammunition is now 200


Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 23, 2021, 12:52:09 AM
BCD - CASEVAC and First Aid mod added:
(https://i.imgur.com/lFuZMRb.png)

(https://i.imgur.com/dzZHjc3.png)
GOOGLE DRIVE LINK (BCD FOLDER) (https://drive.google.com/drive/folders/13CYAdAwmeVDgzFZPVeqbeQRNiJVc3Nzk?usp=sharing)

What is BCD?
Battlefield Casualty Drills, medical procedures in the event of a casualty in combat.

What is First Aid?
Medical treatment given to a casualty or injured person until further medical help is available

What is CASEVAC?
CASEVAC is short for "Casualty Evacuation" which can be done by land or by air. When casualties are evacuated, soldiers are trained multiple methods of carrying the casualty to speed up their evacuation.

Combat Extended Compatible?
Unknown.

First Aid:
(https://i.imgur.com/zsR5g6x.gif)

Mod summary:
- New right click option on downed pawns to "Perform first aid"
- First aid tends to downed pawns on their current location unless there is a bed nearby
- First aid will allow the medic to grab the nearest medicine resource, otherwise they will tend to the casualty with no medicine
- Can be used on enemy pawns and friendlies
- First aid tending speed is 25% faster than normal tending, however the quality of tending is reduced



CASEVAC:
(https://i.imgur.com/IiR6qBf.gif)

Mod summary:
- New rescue type called "CASEVAC"
- CASEVAC allows up to 4 pawns to help speed up the move speed of the rescuer for each added pawn
- Can only CASEVAC your own colonists
- Can be prioritized in skill menu


Warning: CASEVAC mod has a lot of console log spam. Not errors (unless an error briefly gets logged). It may cause difficulty for you to report mod errors and perform troubleshooting because your error log is flooded with CASEVAC actions. Please take consideration before choosing to install.

Credits to Taranchuk as always for making the two mods above possible, he's been the backbone of the core features of the mods lately and allows us to do cooler things, much like dninemfive and Jecrell was for my mod series when it came to C#.

Let me know if you run into issues, preferably with an error log or reproducable steps. Am only currently aware of a first aid bug that's difficult to replicate where your pawn sometimes ignore orders to perform first aid on somebody. Cheers all, enjoy the new mods.



[EDIT: Details removed due to OpSec], means bit more time to relax and do other things
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 23, 2021, 04:32:00 PM
BCD - CASEVAC and First Aid mod updated:
(https://i.imgur.com/8WxsxCQ.jpg)
Download link in post above or front page

Rimmu-Nation² - Security updated
- M18A1 Claymore added (pending a fix from Taranchuk to be cooler)

(https://i.imgur.com/AlHGmAh.png)(https://i.imgur.com/BFdl1vG.png)(https://i.imgur.com/rxiJkE9.png)
M18A1 Claymore mine, detonated with the M57 Firing Device AKA "Clacker" and 500 steel balls come out to ruin someone's day. In-game it only fires 50 balls at the moment with each ball doing 27 damage. Will be reworked to have a wider blast radius and will also display your direction better by Taranchuk.

BCD - First Aid
- First aid bug fix for drafted pawns ignoring your order to perform first aid
- Tend speed is now 200% for first aid

BCD - CASEVAC
- Console log spam removed, no more console logs appear during a CASEVAC
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 24, 2021, 02:13:31 AM
Hand-To-Hand mod added:

(https://i.imgur.com/WfiCStH.png)
Download Link (https://drive.google.com/file/d/1rI900zwTqhsi4wHIX5cXjsMD8xgsMr74/view?usp=sharing)

Abilities return again, no need for JecsTools this time. Taranchuk done all the work as usual. Abilities are unlocked by having your pawns increase in melee skill. This time there is a chance for the ability to fail based on target's size and melee skill in comparison to the user. Waiting for some additional features such as autocast and mod settings to disable some abilities. No there aren't any animations, but the mod has custom sounds and HQ UI artwork that can be viewed below. Cheers all.

Ability List
(https://i.imgur.com/0ZecRqu.png)
Knee Strike -  8 Melee
Description: Earliest ability you can unlock, can damage the enemy and stun them for a short period of time

(https://i.imgur.com/CdRXvKx.png)
Phantom Punch - 9 Melee
Description: Based on the famous Phantom Punch by Mohammad Ali, this move has double the damage of a Knee Strike and can stun the enemy for twice as long with less cooldown

(https://i.imgur.com/fg7MoAk.png)
Discombobulate - 10 Melee
Description: Discombobulate, stuns the enemy for a long duration of time, leaving them more vulnerable to attacks. Discombobulate.

(https://i.imgur.com/HyJ9egL.gif)

(https://i.imgur.com/OifoGS1.png)
Leg Sweep - 10 Melee
Description: Briefly knocks out the enemy, leaving them vulnerable for follow-up moves

(https://i.imgur.com/2j3omw3.png)
CQC Pummel - 12 Melee
Description: Basics of CQC returns, Knocks out the enemy for a few hours

(https://i.imgur.com/A14ep44.png)
CQC Throw - 12 Melee
Description: Knocks out the enemy for a few hours, same effects as CQC Pummel

(https://i.imgur.com/4vLnjbu.png)
RKO - 14 Melee
Description: Knocks out the enemy for the longest duration of time above all other moves

(https://i.imgur.com/brftdNh.png)
Glory Kill - 16 Melee

Description: Tears apart the enemy with randomized organ destruction, highly likely to kill the target

(https://i.imgur.com/nRFdyCC.jpg)

BCD - First aid updated
- Some fixes that may have failed to upload from recent update




Have to return to camp soon. Abilities took longer than anticipated. Enjoy, gonna have some sleep.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 24, 2021, 10:44:53 AM
Hand-To-Hand mod updated:
(https://i.imgur.com/4q00QIM.png)
Download Link (https://drive.google.com/file/d/1rI900zwTqhsi4wHIX5cXjsMD8xgsMr74/view?usp=sharing)

- Phantom punch can now knock out the enemy for 3 hours
- Knee strike and phantom punch damage nerf
- Knee strike stun duration increased
- Phantom punch melee skill requirement now 10
- Leg sweep and Discombobulate melee skill req is now 9
- Preview art improved on discombobulatee's lips and some shadows tweak

(https://i.imgur.com/4ooopVb.gif) (https://www.youtube.com/watch?v=B62ACxuq8Pw&ab_channel=Mork)

Discobobulate. Discobobulate. Discobobulate. Discobobulate. Discobobulate.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 25, 2021, 02:25:09 PM
Hand-To-Hand mod updated:
(https://i.imgur.com/L0AcrF7.png)
Download Link (https://drive.google.com/file/d/1rI900zwTqhsi4wHIX5cXjsMD8xgsMr74/view?usp=sharing)

Warning: Mod package id name changed, this means the mod will automatically disabled upon being updated. Please simply re-enable the mod

- Mod package id name changed
- Roundhouse kick added, 11 melee skill requirement
- All abilities in this mod can now damage the target
- RKO sound effects fixed
- All Knockout durations tweaked. Targets can no longer be knocked out longer than 5 hours

(https://i.imgur.com/a6d5qiK.png)
Roundhouse kick
Requires 11 melee, highly damaging and can knock out the opponent



Edit: Meme
(https://i.imgur.com/ZMdTqjz.png)

Updated Hand-To-Hand again
(Download link above)
Warning: Mod package id name changed again, this means the mod will automatically disabled upon being updated. Please simply re-enable the mod

- Mod package id name changed again, final change
- Roundhouse kick saying "Grapple Countered" instead of "Kick Countered" fixed
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 26, 2021, 07:02:53 PM
First aid mod updated:
Download link in post above or front page
(https://i.imgur.com/YUgNVg8.jpg)

- Bug fix for pawn ignoring order to perform first aid



[EDIT: Details removed due to OpSec]

So I've been running around finding bugs on CASEVAC and First Aid. Not fun to do but it's why we're here. As shown above when you order a CASEVAC, all pawns including animals wild or pets will perform a CASEVAC and it's actually a hilarious bug. I saw a Buck do it but realized he wasn't a part of the colony and so the Buck just froze in place while I had to get some pawns to sweep it's leg to let go of my guy.

(https://i.imgur.com/e87LxSx.png)

It took them about 10 attempts before they could finally beat this Karate Buck. Must be studying how to fight at "Ko-Buck Kai" hehehe  8)

Anyways, here's some unrelated artwork progress.



(https://i.imgur.com/reli04V.png) (https://www.youtube.com/watch?v=pm04dNWV_wA&ab_channel=ChickenPluckerson)
(some preview art I was playing around with)
https://www.youtube.com/watch?v=pm04dNWV_wA&ab_channel=ChickenPluckerson

"Big Iron" cover by Track n' Train ft. Liliiakysil

Was commissioned for the Rangers faction. I know you guys haven't heard a word about the progress of this faction so far, that's cause it's got some bugs with the jobs and all weapons still need reworking.

(https://i.imgur.com/btlY4wx.png)

I finished Betty Lester's storyteller art. May also attach the background I've done based on the original RimWorld background, which is meant to be how things looked before the crashlanded arrived around a century ago when the Wasteland Republic was still being formed.



(https://i.imgur.com/WTwcRBi.png)(https://i.imgur.com/D0ut4Uu.png)(https://i.imgur.com/aqLbv8H.png)

Basic training bed, everyone discombobulating the vote button in the polls for furniture may be happy to see this. I'm not. I don't miss doing hospital corners and ironing the bed for about an hour mate, bloody slept at a sleeping bag (correction: slept with just layers clothing with my smock because sleeping bags took too long to pack up for the morning inspection) before just because the SGT was coming to inspect the next morning.

Spoiler alert: Didn't comment about my bed but he found poop on the toilet brush, was not a happy SGT.

(https://i.imgur.com/yXttsKc.png)(https://i.imgur.com/rqgAvu7.png)(https://i.imgur.com/Me7DZou.png)
Rat packs. They're rats, as demonstrated below:

(https://i.imgur.com/4xKJ6pq.png)

I don't know whether I should include it all in one furniture mod or separate the outdoor stuff + food and cigarettes or whatever and have normal furniture. Suggestions? You lot stop lurking and suggest something or I swear the rat packs are gonna get more orange and ratsier

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

That M9A1 finally finished. Thought I didn't need to add more detail as it is, don't wanna update the weapon mod till more content come with it.

Collaboration stuff:
(https://i.imgur.com/rwCzRtK.png)
EOD 9 Suit

Done by TittyMcSwaggy. Been asking for other tacticool apparel guys to come and help with Rimmu-Nation 2 Clothing, and that I'd pay them for it. So it's like the expendables crew but we're all a bunch of nerds with art and lack of sleep.

Contacted JangoD'Soul, he's missing in action, everyone else I dunno. It's gonna be expensive but whatever. I was thinking of a good send off and have a lot of names on this project so we can also beef up the content.

That's all, gonna go to bed. Wish me luck this week, it's quite a scary week for me. [EDIT: Details removed due to OpSec]

Edit: Can't attach the BG, file too big. It's available here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2464367555
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: dareddevil7 on April 28, 2021, 02:48:30 PM
Quote from: Chicken Plucker on March 19, 2021, 08:15:05 AM
Rimmu-Nation² Clothing updated, download link available in front page

Been going so hard on the rangers and other mods in development, that you guys haven't had anything new. I'm throwing everyone a bone by finishing some old works in progress and have released an update of some new items for Rimmu-Nation² - Clothing. Thanks for voting in the polls, this brought to my attention people would like some new gear.

(https://i.imgur.com/0N8XbiV.png)(https://i.imgur.com/HadHd1q.png)
P1944 Gasmask
Reduces toxic fallout effect by 75%. Also looks cool.
Hate to piss in your cornflakes, but the filter probably shouldn't have the plug still in while it's being worn. Assuming the mask is being worn properly it'd suffocate the wearer.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on April 28, 2021, 10:23:39 PM
Rimmu-Nation² Clothing and Security updated
(https://i.imgur.com/Fi6Uzda.jpg)
Download Link (https://drive.google.com/drive/folders/1hN2PLKzFkyGvP6Z3ktnl7LeChiKWCD8l?usp=sharing)

Had to fix the P-1944 respirator and peel off your plugs but didn't wanna just update the mod for that so here comes the long procrastinated Canvas rucksack for Rimmu-Nation 2 and the new boonie hat.

(https://i.imgur.com/ztyoYrS.png)(https://i.imgur.com/lTB90sS.png)(https://i.imgur.com/iFhu7Q8.png)
Boonie hat
So this is a Bushmaster Boonie Hat, just generically called "boonie hat" in game. Has more protection than the baseball cap for heat and a whopping extra 5 hp in durability but costs more textile to make. I didn't want a military issue boonie hat and make everyone look like Cpt Price so I went with a generic one that looked good enough for the job. It's even covering one of your eyes so you look like a model posing for the clothing company.

(https://i.imgur.com/4xBXCBz.jpg)

(https://i.imgur.com/FV4PZ9Z.png)(https://i.imgur.com/uO7i4jF.png)
Gootium 21101 canvas rucksack
Known in-game as "Gootium canvas rucksack". Same capacity as the Motherlode but has more durability and slightly more mass. Costs more resource to make due to that. All the rangers use Canvas backpacks from the AUGUR line and it was hard to find good alternatives that had good references. Found this one that looked very good and also found a side view so I didn't have to guesstimate how it looked from the side.

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

Last but not least, corrected the cannister being covered for the P-1944 respirator. Will get to bed now

Rimmu-Nation Security update:

(https://i.imgur.com/E7T7EQr.jpg)

(https://i.imgur.com/9x8KdeV.jpg)

Claymores now show the direction your shrapnel will fire into, and it also has a shrapnel blast radius of 3 tiles instead of one.

Amount of projectiles changed to 35 instead of 50 considering you're releasing 35 x 3 = (quickmaths) instead of before. I don't want performance hits bigger than what these 512 res already give.



Quote from: dareddevil7 on April 28, 2021, 02:48:30 PMHate to piss in your cornflakes, but the filter probably shouldn't have the plug still in while it's being worn. Assuming the mask is being worn properly it'd suffocate the wearer.

You leave my cornflakes alone, I need them for breakfast. And thank you for actually informing me, I'd have honestly left it there not knowing and I blame this guy right here:

(https://i.imgur.com/gNwnMSb.jpg)

It's my fault for not doing more research or looking at a few more references, should've not completely relied on a reference that was intended to sell the cannister unopened.



Anyways all I'm off. It's 3AM and I gotta wake up in 6 hours time (earlier for breakfast and stuff.)

[EDIT: Details removed due to OpSec]
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: dareddevil7 on May 01, 2021, 11:05:14 PM
Hey uh, is it a known behavior for pawns with a meal in their inventory and no medicine to try to do first aid with the meal?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 02, 2021, 06:05:57 AM
Would like to give a personal shout out to Sheriff for his mad decision to give a large amount of donation to help me out, not just to have chicken to eat but for some dev money for this mod series!

BCD Mods and Hand-To-Hand updated
(https://i.imgur.com/0Ykeo8n.png)
Download Link (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Hand-To-Hand
(https://i.imgur.com/O3s7OQ9.png)
- Knockout times tweaked to be a bit longer
- Description for the moves can now be read
- Combat logs added
- Can no longer target buildings

(https://i.imgur.com/ISQE9SO.gif)
Auto-casting has been added, your pawns will now destroy your enemies in hand to hand combat and choose moves in their own discretion. As you can see animation has been added for RKO too, and other moves just has a basic melee animation now. Freakin' hand-to-hand ninjas everywhere lads

Please note the .gif is sped up x2 for compression, in case you think cooldowns are less than a second. Cooldown applies for autocasting as well.

(https://i.imgur.com/Z1e8hR4.jpg)
Mod settings allow you to disable certain moves from being autocast or to hide the buttons. Special thanks to Taranchuk again, won't be possible without that legend.

BCD First Aid and CASEVAC
(https://i.imgur.com/PZGbm2F.gif)
- CASEVAC fixed for animals taking part in CASEVAC
- First aid fixes for pawns using food for first aid and failing/ignoring to perform first aid



Got some backlog of Rimmu-Nation² content coming along, just waiting for a certain PASGT armor or the last one which I won't name yet. So far we have 3 new body armours coming (4 if the other one makes it soon) and 3 new backpacks.

Chicken Mitchell² - Hairstyles is being worked on.

(https://i.imgur.com/E1Wprzl.png)



Quote from: dareddevil7 on May 01, 2021, 11:05:14 PM
Hey uh, is it a known behavior for pawns with a meal in their inventory and no medicine to try to do first aid with the meal?

I knew about it, just kept it under wraps since Taranchuk was working on a fix since Friday. It's sorted now.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on May 02, 2021, 06:56:48 AM
CP,
don't you think the hand to hand is too powerful ?
When one pawn can easiely can disable 4 similar geared pawns ? Why do i need weapons ? I just ambush them behind some corner and disable them.
The army of hauler is waiting behind to imprison them.

My suggestion:
- when you use the skill, the pawn drop the weapon.
- there should still be the chance that the pawn die instead to be disabled.
- much higher cooldown or other restrictions to use the skill. Like when you got a mellee attack to reset the cooldown timer.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 02, 2021, 10:31:07 PM
[RH2] Chicken Mitchell² - Hairstyles added
(https://i.imgur.com/N7xSBRv.png)
Download Link (https://drive.google.com/file/d/1H5eYQcPbTH39DDc1tXqX7rkPS-MK61lk/view?usp=sharing)

- Mod contains 7 female hairstyles and 11 male hairstyles

Don't have time to explain the features, but most of the hair are from video game characters, so far mostly from the Call of Duty roster.

I have to go sleep right now, hours burning away over this mod. Had to rush it's release and unfortunately didn't reach 11 female hairs in time too.




Quote from: Canute on May 02, 2021, 06:56:48 AM
CP,
don't you think the hand to hand is too powerful ?
When one pawn can easiely can disable 4 similar geared pawns ? Why do i need weapons ? I just ambush them behind some corner and disable them.
The army of hauler is waiting behind to imprison them.

My suggestion:
- when you use the skill, the pawn drop the weapon.
- there should still be the chance that the pawn die instead to be disabled.
- much higher cooldown or other restrictions to use the skill. Like when you got a mellee attack to reset the cooldown timer.


What's stopping a pawn from just Hand-To-Hand fighting everyone? They will die. No question about it.

The fact you can take down multiple pawns with ease requires high melee skill, harder to do if you haven't unlocked much moves yet. If a pawn is mowing down enemies with H2H abilities it's probably cause they're at 15 melee or so by now.

Did I want Hollywood level scenarios like Ip Man kicking 10 black belt butts in a fight? Yes. Every other mod here can be classed as overkill, but it never makes your people unkillable, the preview above of the pawn beating 4 other pirates had max 20 melee for the preview, the pirates had about less than 10 melee skill. Even then that pawn almost died or went down trying to take them on.

As for your suggestions:
- Absolutely not, I don't want weapons being dropped when skills are used. It's annoying enough in simple sidearms with weapons being left behind, its just gonna make people not want to use the mod at all.
- Chance for pawn to die already exists, all the moves here damages the enemy.
- Higher cooldown will be considered later, seems like the only real way of adding some more countermeasures. However realistically I don't want 5 second cooldowns or above for a roundhouse kick or a punch. I still want the game to head towards the feel of Metal Gear Solid V where you can have your pawns expert in hand to hand able to expertly take down enemies at risk of being shot or killed. They're good, but by no means invincible. "They're pretty good." - Hideo Kojima 2021

I'm gonna go bed, I spent more time talking to Canute than explaining the mod release. Goodnight all
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: dareddevil7 on May 03, 2021, 08:03:45 PM
Hey, me again, CQC sounds seem to play globally meaning I hear knee strikes and stuff full volume no matter where on the map they happen
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 03, 2021, 09:19:52 PM
[RH2] Rimmu-Nation² - Clothing & Chicken Mitchell² - Hairstyles updated
(https://i.imgur.com/btrbmuM.jpg)
Download Link (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

All added apparel textures below done by: Fiendakko

(https://i.imgur.com/G228T9z.png)(https://i.imgur.com/M2db9JH.png)
Elite Ops Warrior Helmet Carrier Pack

(https://i.imgur.com/jDIULo8.png)(https://i.imgur.com/fCfcg6A.png)
Elite Ops Warrior Pegasus Backpack

(https://i.imgur.com/z1rjvPu.png)(https://i.imgur.com/tXbA5Gl.png)(https://i.imgur.com/Edc6zi4.png)
Elite Ops Warrior DCS Plate Carrier

(https://i.imgur.com/t4VUK4N.png)(https://i.imgur.com/WTxKiiV.png)(https://i.imgur.com/HEYcVTC.png)
M1 Helmet

(https://i.imgur.com/O3wDoTY.png)(https://i.imgur.com/anq78FH.png)(https://i.imgur.com/gV8Io8y.png)
PASGT Vest

(https://i.imgur.com/pBZ4AMv.jpg)

All added apparel textures below done by: Tittymcswaggy

(https://i.imgur.com/WXHHk6i.png)(https://i.imgur.com/H2H7o82.png)
Berghaus Vulcan IV bergen

(https://i.imgur.com/vLMqXvb.png)(https://i.imgur.com/vZVBwPk.png)(https://i.imgur.com/wOJ9M1w.png)
EOD9A Helmet

(https://i.imgur.com/HJosxaW.png)(https://i.imgur.com/G67fGg1.png)(https://i.imgur.com/JtXy8qK.png)
EOD9 Bomb Suit

(https://i.imgur.com/btrbmuM.jpg)

Lastly, final pieces of stuff added in the update done by yours trully.

(https://i.imgur.com/Gf5O5ik.png)(https://i.imgur.com/9IyP5rc.png)
Bear Grylls Bearpac 20 backpack

(https://i.imgur.com/8JqNfZY.png)
Bear Grylls Survivor Pants

(https://i.imgur.com/mYSWcGl.png)
Ray-Bans aviator sunglasses (RB3025)

(https://i.imgur.com/LNmk2Jj.png)
Head bandana

(https://i.imgur.com/xMdcKHF.jpg)

Chicken Mitchell²

Hairstyles added:
(https://i.imgur.com/a0qD4yh.png)(https://i.imgur.com/urGzxGn.png)(https://i.imgur.com/CKUve9E.png)(https://i.imgur.com/Sz3PJqr.png)
Tanya
From Red Alert 2

(https://i.imgur.com/rqgafeb.png)(https://i.imgur.com/E0KvWXd.png)(https://i.imgur.com/JXHcObO.png)(https://i.imgur.com/qlJC1NV.png)
Maxis
From Black Ops Cold War

(https://i.imgur.com/19r4atc.png)(https://i.imgur.com/bzBCwcL.png)(https://i.imgur.com/SwQ7OPa.png)
Rivas
From Black Ops Cold War

Female hair count total: 10
Male Hair count total: 11



Don't have a lot of words because I don't have a lot of time, you can see there's a lot of new content from our current team ensemble and not much else needs to be said.

[EDIT: Details removed due to OpSec]

Got a job to do.  8)

(https://i.imgur.com/eISRCTC.jpg)

Quote from: dareddevil7 on May 03, 2021, 08:03:45 PMHey, me again, CQC sounds seem to play globally meaning I hear knee strikes and stuff full volume no matter where on the map they happen

Will look into some other time, but the current sound settings were left intentionally like that for some impact.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 08, 2021, 11:55:15 PM
[RH2] Rimmu-Nation² - Clothing & Security updated
(https://i.imgur.com/2vzubMZ.jpg)
Download Link (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

- Some apparel texture fixes
- Backpacks rebalancing
- New items added

All added apparel textures below done by: Fiendakko

(https://i.imgur.com/aXqgt8V.png)(https://i.imgur.com/xgSSzFD.png)
Helikon Bail out bag
Forgot to add it last update, wasn't happy with the original textures entirely so did some minor modifications and made it feel more baggy rather than straight shapes. This is actually the first backpack Fiendakko did for me, it's really well done. I think it's a good in-between with civilian and military style backpacks.

(https://i.imgur.com/NbZnJ0O.png)(https://i.imgur.com/NimZOfP.png)
Tactix Half-Day backpack
Done by Fiendakko, commissioned by Morphium to be added for this mod. Never knew of the backpack's existence so am grateful that Morphium started a commission just for this. Shout out to those two guys, you guys can look more tacticooler cause of them



Backpack textures below done by: DanDMan68

(https://i.imgur.com/IlKp5vN.png)(https://i.imgur.com/tC1kiM7.png)
North Face Terra 65
Done by DanDMan 68. Another rucksack, very nice and non-military looking. Had to buff Berghaus Vulcan IV's carrying capacity because this rucksack can hold 65 Litres/KG irl. (not sure if a person can do the same for too long) but also increased move speed penalty.



(https://i.imgur.com/JQ6XlYJ.jpg)

(https://i.imgur.com/lHv5giG.png)
5.11 Rapid Assault Shirt

(https://i.imgur.com/SAOAVKu.png)(https://i.imgur.com/cRZMOkQ.png)(https://i.imgur.com/p7tF74C.png)
Here's our first camo onskin apparel for the mod. I wanted a UBAC, been looking at this for the longest time but I'm just so tired today so I rushed the texture and so most of this isn't even symmetrical. Think it looks good enough anyway. Trousers are separate.

(https://i.imgur.com/lzqmWYx.png)
5.11 Stryke MultiCam Pants
Meant to be worn with the rapid assault shirt. "5.11" is removed as part of the labels in game so these two are just called "Raapid assault shirt" and "Stryke MultiCam pants"

That's all for Clothing for now.



Rimmu-Nation Security update:

(https://i.imgur.com/sq4m0fN.png)
M134 Minigun

(https://i.imgur.com/m88v1bG.png)

Well, well, well..

(https://i.imgur.com/eCUxO0V.png)
UI for M134 ammo running out
1,500 ammunition. It fires very much rapidly, spits out 7.62x51mm NATO like the sentry gun's projectile stats.

Speaking of Sentry gun, when ammo runs out the UI for that one is this brand spankers new UI:
(https://i.imgur.com/zBMXXsF.png)
UI for sentry gun ammo running out
Sentry gun holds 200 ammo now.

- M2 Browning rate of fire improved
- Sentry Gun holds 200 ammo now
- Ammo for M2 and Sentry Gun refuel scales have been changed. M2 is still 1:1 and Sentry Gun/M134 1:2.
- Claymore damage buff

This means to refill this bad boy:
(https://i.imgur.com/MYUZDUj.jpg)

You need 750 steel.

P.S. I understand it's meant to go on a mount but I had no references for it on top view, very scarce, so I just banged out the minigun on that modular tripod. Still awesome.



Will do other things later. Am physically and mentally exhausted. [EDIT: Details removed due to OpSec]

Still don't know what I'm doing up to now. At least we know M134 is freakin' awesome.

See you tommorrow.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 10, 2021, 06:35:02 AM
Hey all, been busy. Moving out to course next week so I have to pack up and all that.

Just been resting, booked my leave for this week and will spend time with family before I go.

JangoD'Soul has joined in as part of RH2 and has done me a favour for one last commission. He's sadly leaving modding for an unknown amount of time due to personal reasons he won't disclose.

His last piece of commission done will be added for Rimmu-Nation 2 and it's going the be an armor which is the one and only..

Juggernaut Armor
(https://i.imgur.com/9HqNntV.png)

Just to sweeten the deal, I requested a backpack too. Another rucksack, this time of Russian origin called "AZIMUT SS" Rucksack "Kangaroo". Will have to work on the name later.
(https://i.imgur.com/UxRuN0K.png)

Now as of this post Jango doesn't wanna do more commissions, he's going away for personal reasons so I believe it means a lot that his last piece of work so far was a difficult one and was done especially for us. Hope to see him again later and that he'll be okay.

He's asked me not to credit his full name in the mod specifically because he doesn't want others asking for any more commissions due to him being away.

In the meantime, I'm gonna go home so I got some packing to do for that. See you for this update later, I may make the Juggernaut a shell layer apparel.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 12, 2021, 03:48:45 AM
[RH2] Rimmu-Nation² - Clothing & Chicken Mitchell² updated
(https://i.imgur.com/0GWLIVd.jpg)
Download Link (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Rimmu-Nation² - Clothing
(https://i.imgur.com/tVvHwqM.jpg)
- Juggernaut suit and helmet added

Juggernaut textures below were done by JangoD'Soul

(https://i.imgur.com/VsSNmEu.png)(https://i.imgur.com/0qv8Pka.png)(https://i.imgur.com/i7lxmbq.png)
Juggernaut helmet
Helmet consists of an Altyn style helmet with ballistic face shield and a PBF respirator. It's the heaviest helmet I've made so far, first helmet in this mod series to have accessories on it since we can't wear gasmasks as layers as of yet. (Tynan, pls)

Adds -0.10 c/s move speed and also gives -0.85 toxic sensitivity. Mass is 8 KG.

(https://i.imgur.com/QkvdCPk.png)(https://i.imgur.com/KM6Vccd.png)(https://i.imgur.com/x09SewH.png)
Juggernaut suit
The one and only, adds the most protection out of all the body armours. May work more on the balancing later but I put a rough estimate for now cause I'm in a rush. It weighs a whopping 17 KG for the pawn to wear, which with the helmet weighs 25 in total.

-0.50 c/s move speed, with the helmet you get -0.60 c/s in total. May include other things such as work speed penalty later.

(https://i.imgur.com/AM7T4Ju.jpg)
There you have it folks, the Juggernaut. I know a few people were excited so I rushed in for an update before I go to do busy things today.

Again, very warm thanks to JDS for this legendary piece of armour that you can all now enjoy.




Chicken Mitchell²

- 7 new female hairstyles
- 5 new male hairstyles

(https://i.imgur.com/cLDRUd9.png)(https://i.imgur.com/84ZqJF3.png)(https://i.imgur.com/gyWq7qw.png)
Wraith
From Black Ops Cold War, character named Freya "Wraith" Helvig. May add a half mask for RN2 Clothing later so she can have her subzero/frost style appearance.

(https://i.imgur.com/aNxSCBM.png)(https://i.imgur.com/wlzUUjL.png)(https://i.imgur.com/eq5BJ8R.png)
Scarlett
From Avengers, Black Widow's hairstyle. Was originally gonna do Scarlett's hairstyle from call of duty but lacked references. Seeing as it's the same as Scarlett Johansson from Avenger's Black Widow I just took the refs there.

(https://i.imgur.com/wW0Bdk5.png)(https://i.imgur.com/TJ2ZhZ4.png)(https://i.imgur.com/1WJqG3a.png)
Minotaur
From Modern Warfare, Russian Spetsnaz operator from Allegiance.

(https://i.imgur.com/TqR67sp.png)(https://i.imgur.com/WwKSycL.png)(https://i.imgur.com/0qSDwAN.png) (https://www.youtube.com/watch?v=Wt4qHEjz_B4&ab_channel=TheHopeCountyChoir-TopicTheHopeCountyChoir-Topic)
Jacob
From Far Cry 5, I don't like the guy but his hair is decent. It's like a cross between hipster and wolfman in the woods. Freakin' brainwashes you in the game with "Only You" cause he's a mean bloke.

"Jacoobs gonna come and seet thooose sinners freeeeeeee!" (https://www.youtube.com/watch?v=Wt4qHEjz_B4&ab_channel=TheHopeCountyChoir-TopicTheHopeCountyChoir-Topic)

(https://i.imgur.com/iYR56L5.png)(https://i.imgur.com/fc2qqnq.png)(https://i.imgur.com/PywApWc.png)
Invincible
From Invincible, Mark or the protagonists' hairstyle. Will do Omniman/Jonah Jameson's later. If your colonist dies wearing this hair it's okay, he keeps getting destroyed in the show while calling himself Invincible anyway.

(https://i.imgur.com/KmvYXox.png)(https://i.imgur.com/hEqzEn7.png)(https://i.imgur.com/XOqT7R6.png)
Butcher
From The Boys, another Amazon show I liked about superheroes going rogue. Billy Butcher is based on the Punisher, but he's British and was in the SAS in the show/Royal Marines in the comics and he doesn't like those filthy supes.

(https://i.imgur.com/Zsbuc70.png)(https://i.imgur.com/5SbP0ie.png)(https://i.imgur.com/ZPKWh2d.png)(https://i.imgur.com/05Ja84d.png)
Ellie
Last of Us hairstyle, the first game before she started making horrible decisions and was more likeable.

(https://i.imgur.com/a2YG8sY.png)(https://i.imgur.com/597wadD.png)(https://i.imgur.com/67vtOKF.png)
Ellie 2
Last of Us II hairstyle, the second game that not everyone likes and where Ellie murders my hero Fat Geralt who was actually a national treasure. Freakin' hell, bless that man.

(https://i.imgur.com/9ro5KLO.png)(https://i.imgur.com/xpub8X9.png)(https://i.imgur.com/PvWTcBZ.png)
Dina
Last of Us II hairstyle again. Won't say much about the character due to possible spoilers but she's one of the main characters.

(https://i.imgur.com/9QNbvaZ.png)(https://i.imgur.com/EH6sgwW.png)(https://i.imgur.com/YRVO06t.png)
Joel
Last of Us II hairstyle of Joel. I plan on just having this version of Joel's hair and not the original shorter one since there are very subtle differences that may not be worth the effort and time. This is the hairstyle for your colonists who enjoy golf.

(https://i.imgur.com/KpdE3Zz.png)(https://i.imgur.com/KmxWN2g.png)(https://i.imgur.com/0AnBbYK.png)(https://i.imgur.com/3zrJNJR.png)
Chell
Portal II hairstyle of the main protagonist, a woman deprived of her cube and cake going through hardship with a potato and visiting the moon for a few seconds.

(https://i.imgur.com/tRU6vH9.png)(https://i.imgur.com/Ipv00dt.png)(https://i.imgur.com/2TjyyYq.png)
Elizabeth
Bioshock Infinite hairstyle of Elizabeth, a woman deprived of spoiler alerts and has to go through hardships with a potato and visiting france for a few seconds

(https://i.imgur.com/gO7OPly.jpg)

Mod currently contains:
- 17 Female Hairstyles
- 16 Male Hairstyles



That's all for now. Enjoy, I'm supposed to be gone already but these textures and updates take a long time to do, especially with these posts.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 14, 2021, 11:02:53 PM
[RH2] Rimmu-Nation² - Clothing & Weapons updated
(https://i.imgur.com/UaLzIC5.jpg)
DOWNLOAD LINK (https://drive.google.com/drive/folders/1hN2PLKzFkyGvP6Z3ktnl7LeChiKWCD8l?usp=sharing)

Rimmu-Nation² - Clothing
- New apparel added

Apparel done by: Tittymcswaggy
(https://i.imgur.com/TlQoMib.png)(https://i.imgur.com/WloeBac.png)(https://i.imgur.com/mFdcxh1.png)
Galac-Tac Heavy Gunner Helmet
High Cut/FAST style helmet with mandibles where you can attach ballistic plates that can protect your cheeks. I don't know how good the protection is but in game it covers fullhead just like the old "Hunter Reactive" from Rimmu-Nation 1.2, however this version is more grounded in reality.

(https://i.imgur.com/0fkBYe2.png)(https://i.imgur.com/tDJitYf.png)(https://i.imgur.com/uZACMek.png)
Galac-Tac body armour
Experimental armor set based on mandalorian armour, sponsored by AR500 to produce this tacticool looking armour. (Not me, I mean Galac-Tac was sponsored by AR500)

(https://i.imgur.com/auJlVB5.png)(https://i.imgur.com/e1pRSci.png)(https://i.imgur.com/TgTeciI.png)
Warrior Falcon chest rig
Needed a new chest rig that went with this Galac-Tac set, beautifully done by TMC to my specifications.

(https://i.imgur.com/OuDeYmw.png)(https://i.imgur.com/z1kDzB0.png)
Kelty Raven 2500 backpack
A backpack that can hold decent amounts of weight, made it carry as much as the Pegasus and RUSH 24 being on the level with the other backpacks at 40KG

(https://i.imgur.com/O6WF2Bv.jpg)

Apparel done by: Fiendakko

(https://i.imgur.com/FGEMKni.png)(https://i.imgur.com/8BZKqWo.png)(https://i.imgur.com/9LseVLE.png)
Mk 6 Helmet
British Mk 6 helmet. No longer in use unless for training purposes.

(https://i.imgur.com/f3a0k2t.png)(https://i.imgur.com/i1JdlDJ.png)(https://i.imgur.com/7bY73uQ.png)
Mk 6A Helmet
British Mk 6A helmet, upgrade of the Mk 6 with a marginally heavier weight but better ballistic protection.



Apparel done by: JangoD'Soul
(https://i.imgur.com/8RsIQAm.png)(https://i.imgur.com/Z2mVMej.png)
Azimut SS Kangaroo Rucksack
In-Game referred to simply as "Azimut SS rucksack" since calling it by it's name "Kangaroo rucksack" sounds boring and not Russian enough.

(https://i.imgur.com/tOSN6rO.jpg)


Apparel done by: Me

(https://i.imgur.com/xvhaH2v.png)(https://i.imgur.com/XZQXLfT.png)(https://i.imgur.com/H4J5jFK.png)
LZSH 2DTM
First Russian helmet I've made, this is clearly similar to the Altyn helmet. It's made for special forces, airborne or the FSB etc. This is the upgraded version with a front mount.

(https://i.imgur.com/PButMV4.png)(https://i.imgur.com/oz9IXiQ.png)(https://i.imgur.com/vL7NQ3l.png)
TOR-D ballistic helmet
Russian made clone of the FAST helmet, a High Cut helmet called the TOR-D. Very cool.

(https://i.imgur.com/9Jqfw0Y.png)(https://i.imgur.com/AwcbXkC.png)(https://i.imgur.com/ggVNZw8.png)
Balaclava (Cheeki Breeki)
Manufactured by Gopnik Tactical, a replica of the famous viral ski mask worn by the "cheeki breeki" guy meme. This product is actually a thing and it baffled me, so I added it in

(https://i.imgur.com/Qx7yFgb.png)(https://i.imgur.com/glKjxmH.png)(https://i.imgur.com/deWUhQA.png)
MBC Fantom plate carrier
MBC "Fantom", Phantom in English but I kept the F cause it sounds more foreign. It's a Russian made body armour, officially the first one in the mod made by me. I made it black since we didn't have enough black plate carriers.

(https://i.imgur.com/4tUibeA.png)(https://i.imgur.com/QiEPEdU.png)(https://i.imgur.com/MrC1eyi.png)
GORKA 3 Jacket
GORKA 4 taking a backseat possibly for factions, here's the GORKA 3 in all of its glory with history behind its back such as Afghanistan and Uncle Vlad's vodka stand across the street.

(https://i.imgur.com/iYTzV83.png)
GORKA 3 Pants
Decided to keep the theme of outfits and pants being separate. GORKA 3 pants separate from the jacket.



(https://i.imgur.com/B0nFOai.jpg)

Rimmu-Nation² - Weapons

- New weapons added
- Volume of all sound effects lowered to safer levels for your hearing (Will only work without classic Rimmu-Nation)

(https://i.imgur.com/G0Xhu4Y.png)
M9A1
Finally added to the mod

(https://i.imgur.com/PFcQEJr.png)
AK47
Couldn't do a Russian based update without this thing, it'd have been a crime

(https://i.imgur.com/OLaYeHZ.png)
PKM
Could not let the AK47 be alone but was too lazy to do more, so I just made the other weapon a big one. The PKM returns as a second option for GPMGs making it the other option you have besides FN MAG for RN2.

(https://i.imgur.com/JzePbu8.png)
Gerber Survival Knife
Bear Grylls line of survival knives by Gerber

(https://i.imgur.com/1juDLmY.png)
Gerber Tomahawk
Non-Bear Grylls line of Tomahawk by Gerber

(https://i.imgur.com/HtH1flx.png)
USMC Tomahawk
Tomahawk produced by a company that prides itself as "USMC" though unofficially tied to the military branch, I'm guessing their company consists of veterans and they mainly produce melee weapons. May get more stuff from them soon.

(https://i.imgur.com/3cKDbJr.png)
TOPS Machete
Tactical OPS machete, wanted a machete but it had to look tacticool so here is one

(https://i.imgur.com/Fxtovpt.png)
Mizutori Katana
Made by Cold Steel, a Katana finally makes it to Rimmu-Nation² and it isn't some OP HF blade or whatever VOID is using. It's a freakin' Katana you can use to cut your sausages up in the kitchen. May add more Cold Steel weapons later.

(https://i.imgur.com/AjyiyBo.jpg)


The following are game-ready textures that I've decided not to add yet. Please give me your thoughts instead of the usual drill of lurking around, do you think these weapons will ruin the "tacticool" theme or will they fit right in?

What about if pirates spawned with them? let me know.

Unused/Un-added new weapons:

(https://i.imgur.com/J6wkXUQ.png)
Baseball Bat
Generic Baseball bat, stuffable

(https://i.imgur.com/kiIJ9sq.png)
Brooklyn Smasher
Cold Steel line of baseball bats, probably not designed for baseball

(https://i.imgur.com/oda5gpV.png)
Fire Axe

(https://i.imgur.com/gDxupD5.png)
Wood Axe

(https://i.imgur.com/K3osjsB.png)
Hatchet
Chosen this as the hatchet since it's very industrial and more common than native made looking ones.

I say again, these haven't been added because I feel as it is right now they don't feel like they fit right in. If you have objections please let me know, your thoughts on these un-added melee weapons.


(https://i.imgur.com/F0dOyJQ.jpg)
(Scales may vary due to some drawsizes being fixed)

Long story short, I'm running out of time to keep doing these massive updates. Here's possibly the last major one for who knows how long.

I've added the Azimut SS that I missed to add last update, added GORKA 3 with other Russian made gear and weapons so that it won't be all by its lonesome. This whole time TMC was working on the Galac-Tac set based on a 1/6 scale desert ranger toy. We took some liberties, came out great. Took him 3 weeks to do.

[EDIT: Details removed due to OpSec] My time doing mods has been met with troubles in life so this has been my getaway and I thank God and all of you guys, especially supporters like Morphium and Sheriff and all the artists who have taken part creating these mods. It's helped me get through some tough times. Will see you in a bit, please leave feedback.

I know there's still a request regarding H2H but I'm still waiting on Taranchuk for another addition for mod settings, if I'm out of time before I can allocate time to fix that mod cause I have to move to a training establishment where everything is back to being strict, then you won't hear from me for a while.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: dareddevil7 on May 14, 2021, 11:46:06 PM
Everything is lookin good, I'm excited for the future and hopefully some more Vietnam war era gear
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 15, 2021, 09:28:12 AM
[RH2] Faction: Rangers open beta added, Rimmu-Nation² - Clothing updated
(https://i.imgur.com/Udh2uHd.png)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

(https://i.imgur.com/nvQOPo6.jpg)

Releasing the Rangers today, still have weapons unbalanced to how they should be but they are all roughly where they need to be. Just set up only a few previews cause I've spent over 3 hours running around trying to make fixes and uploading as it is. Will leave the rest to you guys to play around with. Decided to polish most of the rough edges and release the mod to you all before I go.

(https://i.imgur.com/0DdMn7L.jpg)

Rangers in summary, you earn their trust and you can join them at +10 relations. You can use their training, hospital facilities and etc. I'd rather you guys play around and find out than me explain it all, but they will be there for you so long as you have something to contribute.

Sadly as I played with the mod I can't quite capture the essence, but what we got is realistic. If you're the kind of colony who is absolutely overrun and your relations with Rangers aren't tip top or they've already sent reinforcements and they managed to get wiped out, they will hang you out dry. I feel this is appropriate since it's not as if any lawman has a "No retreat, no surrender" mindset, especially with Rangers under being different management than that of their original founders who had a more unwavering foundation.

(https://i.imgur.com/ZSwqRc2.jpg)

Rimmu-Nation² - Clothing
- Backpacks now have a market value based on their carrying capacity range

Made fixes for the Rangers mod, the backpacks will be sold in their outposts, randomly generated.

Enjoy all, hope you have some good stories with this faction.




Quote from: dareddevil7 on May 14, 2021, 11:46:06 PM
Everything is lookin good, I'm excited for the future and hopefully some more Vietnam war era gear

Thanks my friend, you may be excited for the new release in this case. Taranchuk is busy sadly so I can't make further updates with H2H. I've got a lot of prep work to do now for life stuff, so I will have to leave the mods as they are now until I find more free time.

I'll see you all in a bit.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on May 16, 2021, 12:52:01 PM
I'm not so sure about bats, but I definitely like the axes. As for fitting the theme? I never was good with that sort of thing. It's sharp, it's metal and can be used for killing, that's fitting enough for me.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 16, 2021, 10:43:01 PM
[RH2] Rimmu-Nation² - Clothing & Weapons updated
(https://i.imgur.com/9EqlZm1.jpg)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Rimmu-Nation² - Clothing
(https://i.imgur.com/TMR3KbX.png)(https://i.imgur.com/VZsTLw5.png)
A&C Hero backpack
Ellie's backpack from Last of Us 2, custom made by many independent artisans, this case it's "A&C Hero".

Rimmu-Nation² - Weapons
(https://i.imgur.com/I2N0V5f.png)
Dragunov SVD
The prodigal marksman rifle returns in all of its soviet glory.



(https://i.imgur.com/jQOS0xv.jpg)

Did the new update right before I sleep, took me more time than I wanted so now I've got less hours to sleep again. Been obsessive with progress and somewhat finding refuge in these mods. It's not good since it's bad for my health to consistently only have 5 hours of sleep, especially when I have to do military, mentally and physically exhausting kind of work. Hope you all enjoy, it's time for me to go. Cheers all.

Chicken Pluckero singing out-oh for the time being.




Quote from: MrBriggs18 on May 16, 2021, 12:52:01 PM
I'm not so sure about bats, but I definitely like the axes. As for fitting the theme? I never was good with that sort of thing. It's sharp, it's metal and can be used for killing, that's fitting enough for me.

Ah MrBriggs! Thanks for the input. Will keep it in mind. I just felt like if we were gonna do industrial, post apocalyptic style weapons, might as well have a lot more than blades
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: qux on May 23, 2021, 12:57:52 PM
Quote from: Chicken Plucker on May 14, 2021, 11:02:53 PM
The following are game-ready textures that I've decided not to add yet. Please give me your thoughts instead of the usual drill of lurking around, do you think these weapons will ruin the "tacticool" theme or will they fit right in?

What about if pirates spawned with them? let me know.


I love your textures I think you should add it,
thank you for your mork new textures are beautiful
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Crosspass on May 30, 2021, 01:05:06 AM
i have 2 questions

1. will there be new body armor that take material stat? if not then are you gonna make existing body armor stuffable?
2. will there be a chance for the battle dress on page 3 to be an actual mod? i know its a joke but i am interested.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 30, 2021, 05:33:30 PM
Everyone buckle up cause there's a lot of new stuff (also a typo in Domino's name rip)

Queue the Season 7 soundtrack

[RH2] Chicken Mitchell² - Hairstyles, Rangers Faction and Rimmu-Nation² - Clothing & Weapons updated
(https://i.imgur.com/3f1AAQw.jpg) (https://www.youtube.com/watch?v=85VrVOBtRzY&ab_channel=VersusMusicOfficialVersusMusicOfficialVerified)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

So this mod update has been 2 weeks in the making, been very busy and drained here in the Engineers. I would have had more content but unfortunately this month, I am out of budget, time and patience. I just wanna play warzone for a bit now so I wrapped up this update without adding all the new headgear, fiendakko has generously given more apparel which I am yet to add along with my planned remake of the BDU that has camo, yet to be finished.

Without further ado here's the new stuff.
Prepare your muffalo.

(https://i.imgur.com/QSAMeyQ.png)
Chicken Mitchell² - Hairstyles
(https://i.imgur.com/aXLksSK.png)(https://i.imgur.com/ZQdA52S.png)
- Redone the preview art and Woods hairstyle front and side view to more accurately fit the character. He's a gosh dang onion Mason, you should know that.
- 8 New hairstyles, 6 female and 2 male.
- "EVERY HAIRSTYLE WE ADD ON IS ILLEGAL!" - Onion Woods

(https://i.imgur.com/EnZ2DJf.png)(https://i.imgur.com/mCtQVLH.png)(https://i.imgur.com/CN5krDL.png)(https://i.imgur.com/fSSLlKE.png)
Portnova
Warsaw Pact operator from Black Ops Cold War.

(https://i.imgur.com/hPbmtig.png)(https://i.imgur.com/X8xaHg7.png)(https://i.imgur.com/3ha7JpW.png)
Iskra
Allegiance Operator from Call of Duty Modern Warfare 2019/Warzone

(https://i.imgur.com/EVYLBql.png)(https://i.imgur.com/p0lcWv2.png)(https://i.imgur.com/cBjV3Dq.png)(https://i.imgur.com/GvFxy1x.png)
Elena
Elena's hairstyle from Uncharted, finishing all of the female hairstyles in that game series with Nadine and Chloe's done.

(https://i.imgur.com/y0WAW5V.png)(https://i.imgur.com/qVWGIsX.png)(https://i.imgur.com/jIpijhf.png)(https://i.imgur.com/0oAjut0.png)
Domino
Coalition Operator's hairstyle from Modern Warfare 2019/Warzone, in her FBI operator skin. She's a South Korean Warcom soldier, implying she's from the ROK military

(https://i.imgur.com/LrlZW9Y.png)(https://i.imgur.com/AH4heQ0.png)(https://i.imgur.com/ibxzyLA.png)
Nikolai
Nikolai's hairstyle from Modern Warfare 2019/Warzone, he has his own PMC called "Chimera" and has this slick freakin' hair while wearing his aviators. Yet to add a Telnyashka and Gucci brand aviators for Rimmu-Nation 2.

(https://i.imgur.com/rDrriMj.png)(https://i.imgur.com/lIFSjPm.png)(https://i.imgur.com/B07apg6.png)(https://i.imgur.com/lkBnsQ1.png)
Mia
Mia Khalifa's hairstyle. just referred to as "Mia" in-game. I thought it was a nice contrast to the ponytails and other video game hairstyles since I'm just doing famous people in general. I get we may get looks here but let's be mature please folks before I get the comments. I wish the person nothing but the best and is happy to know she's off to do better things. Our past doesn't define us.

(https://i.imgur.com/R5O6HfD.png)(https://i.imgur.com/qf6jtvx.png)(https://i.imgur.com/VUAIKZn.png)
Halle Berry
Called "H Berry" in-game and it is none other than Miss Berry's iconic short hairstyle from her James Bond and Catwoman days.

(https://i.imgur.com/SEcmps0.png)(https://i.imgur.com/A5PVVaj.png)(https://i.imgur.com/NcnfKC2.png)
J Jonah Jameson
Called "J Jameson" in-game. As promised, this is a follow up from the Invincible hairstyle and is the main event of this update for Chicken Mitchell. Now go get photos of Spiderman before you're fired!




(https://i.imgur.com/SgioiYe.jpg)
Rimmu-Nation² - Clothing
- New apparel added
- Backpack side textures tweaked
- Apparel tagged to not spawn for tribals during cold season (Needs testing/reports to see if it works)

Gear added:

(https://i.imgur.com/ereYzbh.png)(https://i.imgur.com/70Pgs7v.png)(https://i.imgur.com/vlgiKBA.png)
MIL-TEC Jungle Hat
A different version of the boonie hat, known in game as "Jungle Hat". Clearly more military looking than our current Boonie hat. Bravo six, going daaahk.

(https://i.imgur.com/9cYA6b8.png)(https://i.imgur.com/xpqVPk6.png)(https://i.imgur.com/i3fAS9b.png)
Helikon Field Cap
known in game as "field cap". This is my remake of our field caps. I wanna thank Morphium for commissioning Fiendakko to make a field cap for us, however I wanted a new version that wasn't using the old 1.2 field cap as reference. Having brand names allows me to make multiple versions and having variations of the same kind of hat, as seen above with the Jungle Hat.

(https://i.imgur.com/uWZ0WvM.png)(https://i.imgur.com/SrmpNF4.png)(https://i.imgur.com/ABLy3ft.png)
Beechfield Beanie
The Beanie returns! Lots of tacticool people since the dawn of The Division has been wearing this, so here it is in all of its colorable hipster glory. Why I was hesitant to add these again is because of the issue with tribals, which stops me from wanting to get into Jackets. With the new update I think we've finally found a way around it, with a code Tynan left in royalty DLC:
[spoiler]<canBeGeneratedToSatisfyWarmth>false</canBeGeneratedToSatisfyWarmth>[/spoiler]

(https://i.imgur.com/tAhuEBS.png)(https://i.imgur.com/0MllaJg.png)(https://i.imgur.com/dGcOJZB.png)(https://i.imgur.com/5jwtH8D.png)
Military Beret
So this is a texture by Odstriman (Odz) who has officially joined our expandables crew for apparel art. He's made this based of the VDV Beret used by the Russian Armed Forces. I am interested in other Beret variants later.

(https://i.imgur.com/X6wkZ6r.png)(https://i.imgur.com/cDmlprt.png)(https://i.imgur.com/MdXUruN.png)
BLACKHAWK! Pursuit Shirt
Did a rough hand drawing, was experimenting to see if non-symmetrical apparel can look appealing and be viable to do since non-symmetrical hand drawn apparel is super quick to do compared to the painstaking stuff I went through doing the more precise DOOM armor which needed symmetry.

Known in game as "Pursuit shirt" and the trousers "Pursuit pants"

(https://i.imgur.com/cBr6srD.png)
BLACKHAWK! Pursuit Pants

(https://i.imgur.com/tULRJTF.png)(https://i.imgur.com/OVSNcfr.png)(https://i.imgur.com/hPAsw8E.png)
Brandit Flight Suit
Our first coveralls added in the mod, a flight suit which can be used for your special forces pawntypes. The outfit is flame retardant as most of the combat shirts/pants, and is colorable so you can re-create different branches i.e. GROM, FBI or SAS as you so wish. This covers the legs so no need for pants.

(https://i.imgur.com/2oY65wF.png)(https://i.imgur.com/vDuLbtD.png)
Hello Kitty backpack
Same stats as the SuperDry Tarp Backpack. I wanted to add a new backpack for this update, and I was taking 2 weeks to decide what to add. I was thinking something highly ally and cool, but just didn't have the patience to sit there and freakin' do every velcro or MOLLE detail. The old idea to add a hello kitty backpack as a joke came back to mind, so here we are.

(https://i.imgur.com/5BXXP4O.jpg)

Combat gear added:

(https://i.imgur.com/0Ia6H1c.png)(https://i.imgur.com/c7wt5EZ.png)(https://i.imgur.com/wyhgLC2.png)
StSh-81 helmet
Done by Odstriman again at my request, very grateful since he does it better than me. It's a helmet for Russian Armed Forces, usually saved for their Special Purpose teams.

(https://i.imgur.com/UInTmJg.png)(https://i.imgur.com/aeEKYL8.png)(https://i.imgur.com/ls7MEmO.png)
6B48 Helmet
Texture done by ya boi Fiendakko. The Helmet is part of the Ratnik program, made for tank crewmen with headsets integrated. As far as I know, it is also ballistic so I just gave this and the StSh same protection stats as the PASGT, however being more lighter in mass.

(https://i.imgur.com/AmfvLzm.png)(https://i.imgur.com/bD7C6P4.png)(https://i.imgur.com/FqaCbPf.png)
Defender 2 body armor
Defender 2 russian military body armor, just used the OTV stats since it's very similar in terms of modularity and looks. I however assume it's easier to put on due to how it appears, so I reduced the delay to put it on and remove it compared to the OTV.

The following chest rigs are also done by Fiendakko, very talented artist who has done a lot for this mod:
(https://i.imgur.com/RhrNTxk.png)(https://i.imgur.com/erYo7BB.png)(https://i.imgur.com/3j3zmsY.png)
Type 63 Chest Rig
Chinese made, cold war era

(https://i.imgur.com/MUPaC7N.png)(https://i.imgur.com/qmAQ69e.png)(https://i.imgur.com/vAgdwGp.png)
Type 56 Chest Rig
Another Chinese, Vietnam war/Cold war era chest rig. Fun fact: This is operator Stone/Bell's chest rig from Black Ops cold war to you guys who want to create those pawns in game.

(https://i.imgur.com/BYBjqcJ.png)(https://i.imgur.com/oXCgLkR.png)(https://i.imgur.com/oeZn39d.png)
Splav M23 military vest
Russian military chest rig, modern era. Another beautiful texture done by Fiendakko, attention to detail is solid, couldn't have done it better myself.

(https://i.imgur.com/s5yDRk0.jpg)




(https://i.imgur.com/UGOyh6m.jpg)
Rimmu-Nation² - Weapons
- 20 new weapons added

Prepare your Boomrats folks, here's a massive update of Rimmu-Nation weapons, was procrastinating to buy groceries the other day so I ended up spending more time making new weapons than buying chicken for myself.

Let's start with the melee and move our way up from there.

Melee:
(https://i.imgur.com/Z7pxpmG.png)
M9 Bayonet
HIGH PORT! ATTACH BAYONET! EN GARDE! finally makes it in game to bring back memories.

(https://i.imgur.com/djgPOSe.png)
Spetsnaz Machete
His palms are sweaty, knees weak, Spetsnaz Machete.

(https://i.imgur.com/SO5VrpX.png)
Kukri
Used by Gurkhas, when equipped machetes (All of them) now also increase plant work speed.

(https://i.imgur.com/lQ0ILCg.png)
Gerber Gator Machete
Another Gerber item added in the mod series, for your Bear Grylls roleplaying needs.

(https://i.imgur.com/F5Zekhy.png)
ECHO Chainsaw
Oh yeah folks. There is a chainsaw in Rimmu-Nation now. Not to worry as it is significantly weaker than DOOM or VOID's chainsaw from 1.2 with the damage being 10 per 0.7 seconds (Average) as opposed to their 20 damage per 0.50 seconds. Realistically, chainsaws aren't too reliable but here they can still put on a hurting.

When equipped, plant work speed increases 2.0 so you can go cut down all the trees and ruin the environment besides chopping up raiders!

(https://i.imgur.com/pV42iCz.jpg)

CQB:
(https://i.imgur.com/1dO3kNP.png)
P320
Nobody tell James Yeager guys. P320 returns as your 9mm short, reminds everybody in Glock that the US Military chose them so Glock is salty about it to this day.

(https://i.imgur.com/GDSekDq.png)
Makarov
"SO WHY IN BLOODY HELL DOES MAKAROV KNOW YOU?!"

(https://i.imgur.com/IESDY5u.png)
MAC-10
MAC-10 go again, chambered in-game in .45 ACP. Note to self: Maybe leave that in the description. This replaces the old MAC-11 from 1.2 since I always intended for it to be the MAC-10 and not that smaller version.

(https://i.imgur.com/TEFUMGD.png)
AK74U
AK74U in all of its glory returns. Same stats as before but now in HD.

(https://i.imgur.com/ZrDML02.png)
Skorpion
See folks I could've added the P90 or the UMP, you know fan favourites. But I didn't want to put in the time or effort cause I'm flippin hangin' out already. Know what I thought? Well add the MAC-10 and Skorpion instead of 1 difficult SMG cause they seem easy to make!

(https://i.imgur.com/2dtsgbN.png)
IZh-43 double barrel shotgun
The Boomstick. Russian made shotgun by Baikal, was later sold to Remington who sold it as Spartan 220 in the United States.

(https://i.imgur.com/RptplNw.png)
Model 1897
Winchester Trench Gun returns. Have also redone the 870 MCS texture to look less "detailed" and realistic so the shotguns look very swoode now.

Rifles:
(https://i.imgur.com/gViG9ZH.png)
Type 56
Norinco, Chinese copy of the AK47 returns. Added it's iconic shovel looking stock. Fun fact: Reference image had an upside down muzzle break and I got bollocked for it by some guys in Rimworld chat, so I corrected it.

(https://i.imgur.com/aCvZIwa.png)
Type CQ
Norinco M16 unlicensed clone. I know you guys are waiting for Cold War/Vietnam era gear, and that implies the mighty M16. Well guys, why settle for the original when you can have a Chinese copy?!?!?!

(https://i.imgur.com/v7HgwII.png)
C7A1
Last added rifle this update, didn't wanna just leave the update with Norinco copies to make people anticipating more western weapons salty so here's the C7A1 for you Canadian fans.

LMG:
(https://i.imgur.com/n8qeNPv.png)
RPD
First LMG added in the mod and it ain't an M249 or a minimi, it's an RPD. The western ones are very difficult and detailed to make so I just went with a lot of foreign stuff, as you will notice.

Sharpshooter rifles:
(https://i.imgur.com/hM11YFl.png)
C14 Timberwolf
To accompany the C7A1, this Canadian military bolt action rifle returns, now with a supressor cause I didn't have a better ref that had no supressor. This makes it the first supressed weapon in Rimmu-Nation 2.

(https://i.imgur.com/TvaSJhN.png)
GOL Magnum

(https://i.imgur.com/RJ7qXoK.png)
SV-98

(https://i.imgur.com/C2JcuiE.png)
M82A1
Main event of the sharpshooter rifles added, none other than your Barrett .50 Cal M82A1/M107. It has a reduced cooldown from it's 1.2 counterpart since it is semi auto and will have a faster rate of fire than the Desert Tech HTI (which I had to buff the range of a bit since it was 2 ranges off this M82A1)

(https://i.imgur.com/oadosTG.jpg)

Launchers
(https://i.imgur.com/bqt2e30.png)
M79
Developed as a better man-portable solution from the Bazooka back in the day, lots more interesting facts here: https://www.youtube.com/watch?v=Qk1R2oY4_VA&ab_channel=ForgottenWeaponsForgottenWeaponsVerified

This design was later improved with the China Lake grenade launcher

(https://i.imgur.com/98k8WhW.png)
RPG-7
Well guys I didn't wanna leave your pawns with lack of firepower so here is the launcher complete with its own custom projectile texture:
(https://i.imgur.com/3DOdz55.png)

Grenade:
(https://i.imgur.com/bfvzSsI.png)
M84 stun grenade
Last but not least, finally added the stun grenade that has been there for ages. Removed the apparel/belt system for grenades for now for simplicity.



(https://i.imgur.com/sn2EkLu.jpg)
Faction: Rangers
- Backpacks for side view tweaked to better fit pawns


Quote from: qux on May 23, 2021, 12:57:52 PM
I love your textures I think you should add it,
thank you for your mork new textures are beautiful

Hello, thank you! Have decided to add all of those un-added weapons in this latest update now, hope you enjoy!

Quote from: Crosspass on May 30, 2021, 01:05:06 AM
i have 2 questions

1. will there be new body armor that take material stat? if not then are you gonna make existing body armor stuffable?
2. will there be a chance for the battle dress on page 3 to be an actual mod? i know its a joke but i am interested.
Hello Crosspass, welcome to the forums!

1. I have thought about it, however we've had this issue before when I started modding in A17-B18 where people would have body armour that has way more protection than powered armors due to them using Hyperweave or other modded textiles. I've ultimately put it on hold due to that issue.
2. It was a submission for an Itzal contest, unfortunately too detailed for me to have to do for all body types and doesn't fit the mod series anyway (Sadly didn't win the contest too by the way) so it's just there as display of progression in the posts.




Off to relax guys. Updates have been 2 weeks in the making, sometimes sacrificing sleep time like a silly despite waking up 0700 the next morning. Need to lay down modding more and more and focus on fitness and my job. I also wanna add that I gotten better with the weapon art since the style is settling in more to be balanced between detailed and vanilla while I've increased in the speed of making them. I'm still dreading to do the fan favourites since they're the most detailed.

Will check back later folks, take care.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on June 01, 2021, 09:07:24 AM
I always thought berets look a bit like chef hat. Many weapons from this update aren't exactly "foreign" to me since I'm not american or something, heh. Glad for the new items, hoping raiders won't spam RPG like crazy and ruin the day. Cheers. And who's Mia Khalifa by the way?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on June 01, 2021, 05:10:26 PM
Request has been answered, furniture mod is finally here lads. Queue Bell's Theme from Cold War since we're about to meet Uncle Boris.

Special thanks to:
Sheriff
Morphium
Fiendakko
SirLalaPyon


[RH2] Uncle Boris' - Used Furniture added
[RH2] Chicken Mitchell² - Hairstyles, Rangers Faction and Rimmu-Nation² - Clothing updated
(https://i.imgur.com/rbXEvMz.png) (https://www.youtube.com/watch?v=NqmyBT-lYiM)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

(https://i.imgur.com/58E6E5t.png)
Uncle Boris, ex-KGB comes out of retirement to open his services to all. He has a "used furniture" store which has some hardware at the back that has all the equipment you need to begin clandestine operations.

Have a gander at his current line of products!

(https://i.imgur.com/55kdKAM.png)(https://i.imgur.com/0KXq1B3.png)(https://i.imgur.com/6QSEe9v.png)
Barrack Bed
Same stats as the normal bed but more beautiful to look at due to it's rigid hospital corners and lack of creases. Immaculately made bed.

(https://i.imgur.com/NqhlvXc.jpg)

(https://i.imgur.com/9ai0hXp.png)(https://i.imgur.com/r1JMyM0.png)(https://i.imgur.com/vCNr4ko.png)
Folding chair
Many of you may remember this thing giving lots of big burly men concussions in professional wrestling or just as a chair in general. Stuffable chair, same stats as dining chair but lighter and takes longer to make.

(https://i.imgur.com/nO0Nf74.png)(https://i.imgur.com/rdMVvL5.png)
Folding Table
"DUDLEY, GET THE TAABLLEEE!" Cheap build table, takes longer to make, easier to break than your normal 1x2 table.

(https://i.imgur.com/qgpX2Sm.png)
Trash Can
Does nothing, looks pretty and is stuffable. Decorative prop.

(https://i.imgur.com/NeU5QEv.png)(https://i.imgur.com/gCLtb4O.png)(https://i.imgur.com/AN0MtB0.png)
Mission Board
You know what it is folks. Coded exactly the same way as it was, the mission board allows you to start missions at the cost of 500 silver. Currently needs more work. Ambient soundtrack changed to the Black Ops cold war soundtrack by Jack Wall. "Bell's Theme"

You can listen to it here:
https://www.youtube.com/watch?v=HnfaU3dMoMs&ab_channel=MarcTatossianMarcTatossian

I cut it in half so it doesn't take too much memory, music fades halfway through and loops. Note that having this turned on with the 1.2 Mission Board version will cause conflicts.

(https://i.imgur.com/ve9jtIo.jpg)

(https://i.imgur.com/RxDSWHU.png)
Floodlight
30 glow radius, consumes 40 watts of power.

(https://i.imgur.com/ZfZDelF.png)(https://i.imgur.com/1kyAniV.png)
FIRMAN 3650 Generator
Art done by SirLalaPyon, joins our team officially. Heck yeah. Sketchfab reference by Fabio Orsi.
Can generate 3650 W for you, more efficient in fuel consumption than the chemfuel generator in vanilla by 0.5,  however has a smaller fuel capacity at just 20 which means you have to fill it up more regularly. IRL the thing needs refuelling after about 14 hours of use, but in-game its 5 in-game days just because I don't want you poor folks refuelling it everyday. Thankfully the model type is ambiguous as it is not the same scale as the reference used.

Can be hauled and repositions unlike stationary generators.

(https://i.imgur.com/NH5NxJp.jpg)

But wait.. There's more!

More textures by SirLalaPyon, the man the myth the legend has delivered.

(https://i.imgur.com/fUTM3Ab.png)(https://i.imgur.com/0YWu9Ss.png)(https://i.imgur.com/VUWGI8o.png)
Panasonic television
In-between of the tube television and the flat screen, more joy increase and wider watch radius by 1 tile. Can't really go beyond that.

(https://i.imgur.com/DA8szZd.png)
DEWEY 2KW Generator
Has half of the fuel capacity that FIRMAN 3650 has and only delivers 2KW fuel. Where it shines is it's fuel consumption rate being very low, so despite you having to constantly refuel, you are saving the most chemfuel using these.

Also has -30 beauty due to it's noise. IRL you have to wear ear defenders around generators, it's a PPE used by engineers in the military because the generators can mess your hearing up. That's how loud they are. The FIRMAN 3650 is more quiet so it's got less beauty penalty than this DEWEY.

Future plans:
- Comms radio
- More beds, chairs etc.
- More generators
- Sheets/curtains that can divide rooms
- HESCO and other types of walls/fortifications
- Barricades, I.E. Blast Wall and barbed wire (barbed wire will be a normal wall, no damage due to lack of coding support)
- Laptop that can be placed on any surface that acts as a comms console
- More loose props that can go on tables, I.E. files, paperwork, desk lamps etc.
- Props such as camera, recording devices, (green screen?) and whatever if possible.

Bottom priority due to lack of coding support or budget:
- Training related buildings/furniture
- Radio that can be placed on any surface, will play a few songs. Other songs will be add-on separate mods


(https://i.imgur.com/tl3PxdW.jpg)
Chicken Mitchell² - Hairstyles

(https://i.imgur.com/5f3DWzW.png)(https://i.imgur.com/rPlwM8M.png)(https://i.imgur.com/Q65nruS.png)
Bond
James Bond's hair, Daniel Craig rendition. Shaken, not stirred.

(https://i.imgur.com/OkL1Zvu.png)(https://i.imgur.com/vSUDApS.png)(https://i.imgur.com/i8ocnIm.png)
Booker
Booker Dewitt's hairstyle from Bioshock Infinite, this completes the Bioshock set for me as Elizabeth and Booker's hairs are added. I'm aware Elizabeth has a ton of hairs because there's like an infinite version of her out there, but I am unwilling to do those as of now due to the amount of other hairs I have to do.

(https://i.imgur.com/4mMFJHE.png)(https://i.imgur.com/ZsZf9kz.png)(https://i.imgur.com/Bcm3sjI.png)(https://i.imgur.com/WlGygAJ.png)
Chigurh
Anton Chigurh's hairstyle from No Country for Old Men. Hair can be for female pawns too. You can now create a psychotic killer in RimWorld that has this hairstyle.

(https://i.imgur.com/hY6Pcr8.png)(https://i.imgur.com/9AjaIbk.png)(https://i.imgur.com/5zzk22J.png)
D-Day
Coalition operator D-Day's hairstyle from Modern Warfare 2019/Warzone.

(https://i.imgur.com/2F9qAiK.png)(https://i.imgur.com/tSKOQqU.png)(https://i.imgur.com/k7db5bv.png)
Faith
Faith Connors hairstyle from Mirror's Edge, female hairstyle if you can't tell.

(https://i.imgur.com/4n8Jl2U.png)(https://i.imgur.com/9IFWLNw.png)(https://i.imgur.com/beUIs2F.png)
Farah
Farah Karim's hairstyle from Modern Warfare 2019/Warzone, with this I believe I've done all female character hairs from that game and I can finally move on to something else like resident evil

(https://i.imgur.com/ahG6sY0.png)(https://i.imgur.com/SeWayCw.png)(https://i.imgur.com/ogabhQY.png)
Gigachad
Famous Gigachad meme's hairstyle

(https://i.imgur.com/NKMITKv.png)(https://i.imgur.com/ui0Mx5c.png)(https://i.imgur.com/FPZ3Z6c.png)
Homelander
Homelander's hairstyle from Amazon series "The Boys". With this and Butcher's hairstyle, I have no more plans with doing any more hair from that series.

"I'm Homelander, and I can do whatever the muffalo I want." - Homelander 2020


(https://i.imgur.com/IQxPhVR.png)(https://i.imgur.com/Cmgkvqk.png)(https://i.imgur.com/PNxTOqa.png)
Wyatt
Operator Wyatt's hairstyle from Modern Warfare 2019/Warzone, he's from the Australian SAS. I believe this to be the last hair from Modern Warfare series, and am glad I can now focus on other series.

(https://i.imgur.com/x949mZ5.png)(https://i.imgur.com/9aSAMOJ.png)(https://i.imgur.com/vNtKYiT.png)
Ian
Ian McCollum's hairstyle from Forgotten Weapons for you fellers out there who are a big fan. You can now fight off raiders with rare weapons while Ian reviews them. This is the main event of the hair mod update besides Farah and Chigurh's hair.

Summary:
Our new hair count is:
- 26 Male hairstyles
- 25 Female hairstyles

This makes Chicken Mitchell² hairstyles have a head count of 51 hairs total, just 16 more hairs away from beating the original hair mod's number.

Current planned hairstyles, may change anytime due to circumstances:
- Blade runner hairs (2 characters)
- Metal Gear Solid hairs (?? characters)
- Resident Evil (?? characters)
- Katniss Everdeen
- Rambo, John McClaine, Terminator hairstyles
- Duke Nukem hair
- Half Life hairs (2-3 characters)
- Nathan Drake
- John Wick
- Joey Huden hairstyle (far cry 5)
- Silent Hill (1 Character)
- Cyberpunk (2 Characters)
- Mass Effect (2 Characters)

- Whatever else comes up

(https://i.imgur.com/IZoNwna.jpg)
Rimmu-Nation² - Clothing

- New apparel added
- Backpack spawn rate tweaks

(https://i.imgur.com/VPxjRok.png)(https://i.imgur.com/CfNhvy5.png)
Head scarf
Farah's headscarf from Modern Warfare 2019/Warzone, however in this case named as a generic shemagh head scarf. The top white part is masked to be colorable for variety when spawning on other pawns.

(https://i.imgur.com/YUSvKcY.png)(https://i.imgur.com/PqYue5J.png)(https://i.imgur.com/PV4H7H2.png)
GP-5 gasmask
Fiendakko delivers another epic texture, a new GP-5 gasmask. I think it looks better than my old one if you ask me. Has 7% more toxic sensitivity protection than the P-1944 gasmask, though this one doesn't do as well in hotter environments and is slightly heavier, it protects you better in the cold as well.

(https://i.imgur.com/w2Z3Q5i.png)(https://i.imgur.com/zvgzysE.png)(https://i.imgur.com/cHNNxKI.png)
Hoodie jacket
A normal hoodie, commissioned by Morphium and kindly donated as an apparel by Fiendakko.

(https://i.imgur.com/CzswPgV.jpg)

(https://i.imgur.com/JMgGyjG.png)(https://i.imgur.com/LEORcEJ.png)(https://i.imgur.com/2F3mfsd.png)(https://i.imgur.com/ksMyar9.png)
VTAC battle belt
VTAC or Viking Tactical battle belt setup I found online. Another work by Fiendakko, did a wonderful job. Now we have two options for battle belts, the other one being a thrown together setup consisting of UK products, while this one is more on the American end.

(https://i.imgur.com/uflpIXo.png)(https://i.imgur.com/t6SWD82.png)
5.11 RUSH 12 backpack
Last but not least, had to add another backpack or it won't feel like a proper update. 5.11 RUSH 12 in this new addition, can carry up to 35 KG in-game. RUSH 24 carries 40 KG, realistically the RUSH 12 would only be able to carry up to 20L along with the other backpacks but I went and added some extra space. May think about nerfing everything later on, but will let you guys decide if you're fine with how things are now.

I think the mass of objects in game are kinda out of whack anyway, was personally struggling to fit 20L in my Motherlode during a TAB last week Monday so I am thinking about nerfing all backpacks to be a bit more realistic.

(https://i.imgur.com/9DIX2mc.jpg)

Faction - Rangers
(https://i.imgur.com/iWVJKJ7.jpg)
- Error fixes
- Backpack spawn rate tweaks




That's me folks. Lots of progression, leave is over so back to the grind and stacking bricks. I'll see you all on the other side. Update too longer than expected, been working at it since yesterday and ran to commission some good artists like SirLalaPyon for rush work with furniture so I can have a good start for Uncle Boris' furnitures.




Quote from: MrBriggs18 on June 01, 2021, 09:07:24 AM
I always thought berets look a bit like chef hat. Many weapons from this update aren't exactly "foreign" to me since I'm not american or something, heh. Glad for the new items, hoping raiders won't spam RPG like crazy and ruin the day. Cheers. And who's Mia Khalifa by the way?

Hello mate, good to see you again! Yeah it looks like a Chef's hat if you don't shape it like we do here. The British Army shapes their beret and so does the US, but we all have our own methods. I think the Russian military wears them as-is or so, but its clear they don't wanna look like the western guys with how they wear it.

RPG is tagged to spawn on raiders that spawn with rocket launchers like triple rocket launcher and doomsday launcher. It is rare yes, but they still come by and ruin your day if you aren't properly equipped.

As for your final question, she was a former pornographic actress and she has since come out to speak out against the industry and how she regretted being in that line of work.

See you next time my friend
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on June 02, 2021, 09:22:00 AM
Great update.
Blessed be gun jesus.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on June 03, 2021, 08:59:28 AM
Those berets really meana lot to people, don't they?
Regarding RPG's, I'm more concerned not with being properly equipped, but with them having infinite ammo unlike vanilla ones. Taking on a single rocket and resisting a constant supressive fire of friggin rockets is quite a difference, I'd say. And yeah, I didn't check ingame so I have no actual idea if your RPGs are single-use or infinite. Speaking on the assumption here, cause I remember having such problem a year ago, not sure if it was even your mod.

P.S.: Nice GP-5 there. I remember having to wear one during some training stuff in school. Damn thing made me sound like Darth Vader and the lenses got misted or something near instantly. Almost sure it wasn't supposed to work this way (since it didn't on anybody else but me), but who would give a shit, eh?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on June 06, 2021, 08:22:35 AM
Rimmu-Nation² - Clothing, Security and Weapons + Rangers updated
(https://i.imgur.com/FzAhD1R.jpg) (https://www.youtube.com/watch?v=S06nIz4scvI)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Here we go bois, another update for you lads. Sadly intended to do a lot more this weekend but I am just one man these past few days so I can't do as much as I could with the time I was given. Spent all of Friday and Saturday, even some of my remaining time today to finish what you see here now. I will work on Clothing and Furniture next, but these new features are here.

(https://i.imgur.com/SE2lvrz.png)
Tanto
Tanto short sword, your pawns can now commit sudoku with this cold steel variant of the sword. Usually used as a knife.

(https://i.imgur.com/fst4UEG.png)
Yanmaodao
Chinese sword, translates to "Goosequill Saber"

(https://i.imgur.com/iqUWiso.png)
Colt Python
For you tunnel rats out there, the Colt Python returns

(https://i.imgur.com/e0KLOWb.png)
Springfield XD-M
Known in-game as XD-M, the Springfield XD returns to Rimmu-Nation.

(https://i.imgur.com/4tW443B.png)
Mossberg 500
Mossberg 500, another shotgun with wooden stock and pump handle. I buffed all the shotgun ranges for you guys who just wanna fire these and hunt some dogs from duck hunt

(https://i.imgur.com/DZ0uU8J.png)
Uzi
Uzi, the Israeli made submachine gun returns.

(https://i.imgur.com/HTXV4M7.png)
UMP45
HK UMP chambered in .45 ACP returns for you counter terrorist fanatics out there

(https://i.imgur.com/okpqo9g.png)
AUG A1
AUG A1 also known as StG 77, Austrian made bullpup with the scope attached returns for you cold war era lovers

(https://i.imgur.com/e81I8ru.png)
M60
My personal opinion to be the main event of this mod, the M60 GPMG returns in all of it's glory. Get some!

(Note: I do not endorse war crimes involving gunning down farmers and/or innocent people, just good acting)

(https://i.imgur.com/H6E3dWQ.png)
PSL 54
Romania doesn't make SVDs. This is the PSL 54, very similar in terms of looks with the SVD and in terms of stats, very similar also but not a complete clone of each other. Was too lazy to do very detailed western DMRs so enjoy another Eastern European marksman rifle

(https://i.imgur.com/6SEQ2LZ.png)
Mannlicher-Schoenauer 1910
Goodluck writing that every time. "The World's Finest Rifle" (Is it? Thought that was the SA80  8) 8)). Very expensive irl and rare these days from what I've read,  this one is modified to use 7.92x57mm Mauser for convenience so it has the same damage as the Kar98k in terms of stats because 9.7x57mm Mannlicher-Schoenauer cartridges are very difficult to research about and I honestly couldn't be bothered. From what I read they are "Indistinguishable" despite some small differences in size.

The Mannlicher-Schoenauer which I am beginning to dislike typing about over and over again because of it's long name, was meant to be a scopeless bolt action rifle, but after reading about it's history and coolness, I decided to add a scope and make it a sniper rifle, using an official Mannlicher-Schoenauer scope from another picture. This could be a nice alternative for you guys waiting for the Mosin Nagant or the Kar98k in the mod.

(https://i.imgur.com/hoOeIIj.png)
HK69A1
HK69A1 grenade launcher returns, wanted to add a weapon from each category so here is the ol' little buddy of yours to blow some pirates up

(https://i.imgur.com/x37qvEt.png)
RPG-7 Rocket projectile redone
Redone the RPG-7 projectile since it was incorrect last time, wasn't aware that the end would open up like this upon launch.




Rimmu-Nation² - Security

(https://i.imgur.com/jLNF8AF.png)
M60 Mounted version
A GPMG mounted turret is finally available, for you guys who can't afford the cost of M2 Browning and M134 Minigun ammunition changes in steel, here comes a more low-end and cost friendly M60 for your defenses.

May do PKM later and the NSV, no promises but I am aware some people want to use non-western turrets as well



Rimmu-Nation² - Clothing
- M1 Helmet texture cleaned up in display mode, bothered me




Faction - Rangers
- Trader price for armor is no longer expensive
- More components, food and medicine stocks
- More apparel in trader stocks spawned




That's all for this week folks. Off to spend the rest of my Sunday playing Warzone, if I get too angry which I always will, I'll get to some textures for you guys. Cheerio!

Quote from: Rocket_Raccoon on June 02, 2021, 09:22:00 AM
Great update.
Blessed be gun jesus.

Hey Raccoon, good to see you again!

There's only one Jesus, and he doesn't need guns

Quote from: MrBriggs18 on June 03, 2021, 08:59:28 AM
Those berets really meana lot to people, don't they?
Regarding RPG's, I'm more concerned not with being properly equipped, but with them having infinite ammo unlike vanilla ones. Taking on a single rocket and resisting a constant supressive fire of friggin rockets is quite a difference, I'd say. And yeah, I didn't check ingame so I have no actual idea if your RPGs are single-use or infinite. Speaking on the assumption here, cause I remember having such problem a year ago, not sure if it was even your mod.

P.S.: Nice GP-5 there. I remember having to wear one during some training stuff in school. Damn thing made me sound like Darth Vader and the lenses got misted or something near instantly. Almost sure it wasn't supposed to work this way (since it didn't on anybody else but me), but who would give a shit, eh?

Hey I totally care. Also the cooldown of RPG-7 is a lot longer, but yeah it is still mucho infinite ammo and can spawn in rare occasions for pirates.

I do remember the old issue, was about Umbra Company using them. The difference is they had units that spawned with nothing but the RPG-7, while the one in this mod is tagged for heavy weapon pirates and it has the max weapon budget for them, which makes it less likely than before to spawn
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on June 06, 2021, 01:19:59 PM
Uncle Boris' - Furniture updated
(https://i.imgur.com/M0A5jRf.png) (https://www.youtube.com/watch?v=53szBDUt7kM&ab_channel=MonkeysAreBrown)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Retouched Uncle Boris' character art and fixed his hand issue for the preview and added the new furniture.

(https://i.imgur.com/S9jQaR4.png)(https://i.imgur.com/YQWdnBg.png)
Canvas bed
The canvas bed returns, now without a pillow and the extra cool pockets. Added the more common version, less comfortable but takes less resources to build than the normal bed. May add the old version later with the pillow and side pouches.

(https://i.imgur.com/XLtsX5E.png)(https://i.imgur.com/xPDZ9z7.png)(https://i.imgur.com/ppo3Ain.png)
Canvas chair
Canvas chair returns, stuffable. Didn't wanna bother masking the metal bits since its a pain, would you guys want it masked? let me know.

(https://i.imgur.com/2CfBLNE.png)
Mini floodlight
Mini floodlight returns, half the cost to build compared to the normal floodlight.

(https://i.imgur.com/JTFxCqi.jpg)

That's all folks. Still haven't played Warzone and visited Uncle Boris instead. That is how much I love you lads yeah, don't say I never give you nuffin innit.




(https://i.imgur.com/FzAhD1R.jpg)
NOTE: Just a reminder that I've also left an update on the following mods just a page ago to those who missed it:


  • Rimmu-Nation² - Weapons
  • Rimmu-Nation² - Security
  • Rimmu-Nation² - Clothing
  • Faction - Rangers

Summary: New weapons, new M60 mounted turret, display fixes for M1 helmet and base trading tweaks for Rangers




EDIT: Update 2 bois

- Redone textures and added mapping for canvas chair

(https://i.imgur.com/Eez1pcR.png)(https://i.imgur.com/yPpKm1o.png)(https://i.imgur.com/FUOeTAT.png)
- Thickened the metal frame for better appearance, as recommended by Shakey in discord
- Mapping added for two-tone colour detail

(https://i.imgur.com/2UjKcxj.png)
- Darkened the yellow colour since it seemed too bright

- Other resource cost and furniture durability tweaks

(https://i.imgur.com/xxsdF1r.jpg)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on June 07, 2021, 06:19:51 PM
Rimmu-Nation² - Clothing and Weapons updated
(https://i.imgur.com/Swhe5WT.jpg)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Hey guys, exhausted. Didn't wanna leave you guys out with just a bug fix update so I went and did a quick 1 hour job for the M16A2. Hope you guys like this new weapon. Small updates cause I'm working this week. Marginal gains right?

Rimmu-Nation² - Weapons
(https://i.imgur.com/uwzs0h9.png)
M16A2
The upgraded version from the A1 which was around during the Vietnam war.

- M16A2 added
- HK69A1 rotation issue on the texture fixed
- AUG A1 range increase by 1 tile

Rimmu-Nation² - Clothing
- STSh-81 display texture cleaned up

Going to bed folks, early start tommorrow.




Update 2

Spoiler alert: Wasted half an hour of my life instead of going to bed because of the bloody magazine.

So upon closer inspection, magazine isn't a magpul or a STANAG and I went looking for it. Seems to be an airsoft magazine. I touched up the magazine to look like a STANAG because I'm not gonna have it from gun enthusiasts who will later point it out because my brain will melt

Rimmu-Nation² Weapons:
(https://i.imgur.com/gH2H0CZ.png)

- M16A2 magazine of the texture fixed

Fun fact: Icing on the cake was finding out the final version of the M16A2 wasn't saved so I had to flippin go over and fix the rasterized copy that was saved in the mod folder. I don't know how that happened but if I don't get to bed within the next half an hour I'm gonna be upset.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on June 09, 2021, 07:43:21 PM
Uncle Boris' - Used Furniture updated
(https://i.imgur.com/Y2yPuWT.jpg)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

- Footlocker added

(https://i.imgur.com/uuwuJSs.png)(https://i.imgur.com/aZqHcxc.png)(https://i.imgur.com/Zn2w7oK.png)

Footlocker

Classic cold war era footlocker returns in a more accurate representation as seen in Stanley Kubrick's Full Metal Jacket (though not exactly as the ones used in the movie), keep the thing locked or someone's gonna find your jelly donut inside lads. Did the thing in x4 scale in terms of art of the normal dresser, only for it to be shrunk so small in-game to an accurate footlocker size as I've seen them in pictures and the famous movie scene with Pvt Pyle and Gunny.

Stuffable, when made of wood it comes in green like the canvas bed and canvas chair so you can get that homey military feel. Unfortunately not olive green but I think that's fine if you guys don't complain. If you complain, I'm gonna be upset. As quick comparison to the 1.2 version besides art, it costs significantly less resources to make and has less health. It gives the same amount of comfort as the dresser at 0.5 now instead of the 0.10 it gave before to be a bit more realistic than previous.

(https://i.imgur.com/xIt3SkY.jpg)

Comes with patches built in the mod to work with vanilla beds but no other modded beds including the 1.2 version of military furniture mod or vanilla expanded since they'd need separate patches which I don't have time for atm.

I want to do more later but obviously out of time as usual. If you lot don't mind, I'll make like Wyatt above and get to bed after ironing my PT shorts. Wouldn't want the PTI getting upset seeing the state of creased up PT shorts in this heat cause I'm probably not gonna make it for future updates if it isn't ironed before I get to bed.

See you guys next time

EDIT: Note to self, maybe add a lock later for the footlocker, other variants or leave as is if too busy and/or nobody complains
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on June 12, 2021, 11:51:56 PM
Rimmu-Nation² - Weapons and Chicken Mitchell² updated
(https://i.imgur.com/0Fa8O2F.jpg) (https://www.youtube.com/watch?v=jxoowglHU2w&ab_channel=EvangelistFernandoPerezEvangelistFernandoPerezVerified)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

RIP, incoming typo on Terminator's name. "Terminato" tomato

Rimmu-Nation² - Weapons
- 10 new weapons added

Sorry I don't have in-game previews to show all of them laid out on the floor lads. Very tired and out of time now. Do have some of them in-game being used by your action heroes and all that

Melee
(https://i.imgur.com/IwowHj5.png)
M3 Trench Knife
Trench Knife issued during WWII by US Armed Forces. Hookin' and a jabbin', stickin' and a stabbin'. Oh yeah, Here we go.

(https://i.imgur.com/T199bnP.png)
Maximus Spatha
Known in-game as just "Spatha" which is a Roman army sword replica made to copy the sword of Maximus in the famous movie "Gladiator". I was told it's the bigger version of the Gladius since I incorrectly called it a Gladius at first.

Are you not entertained?!

CQB
(https://i.imgur.com/gM06kSo.png)
FN Five Seven
5.7 pistol, was created to be paired with the P90 so you lot know what's coming next

(https://i.imgur.com/eHHr2g4.png)
FN P90
Rush B P90, the king killer returns to dethrone the MP5 yet again.

(https://i.imgur.com/MPRPuO4.png)
870 MCS
Texture redone, just wanted to show it. Doesn't count as part of the update since it was only a re-texture. Was very unhappy with the old version which wasn't up to the required standard.

(https://i.imgur.com/Ql3b442.png)
Benelli Montefeltro
Semi automatic shotgun, used for sporting. Has wooden stock and grip, looks good.

(https://i.imgur.com/LpSJka9.png)
Saiga 12
Russian semi automatic shotgun returns, a refreshing contrast to all the shotguns with wood since I wanted to ham up the fan favourites this update as hard as it was and time consuming to do.

(https://i.imgur.com/jeLPCks.jpg)

Rifle
(https://i.imgur.com/RBxc1Xg.png)
AS VAL
AS VAL returns, a Russian special purpose weapon. Has a built-in supressor, as you may know supressors aren't a feature in-game so it's just sound effects.

Machinegun
(https://i.imgur.com/IhyYox6.png)
M249
Finally stopped procrastinating some of the fan favourites, highly detailed weapon such as the P90 and this M249 was done while I was watching the 1996 version of Gotti. Was a good film.

Sharpshooter
(https://i.imgur.com/QFgNQnF.png)
G28
Main event of this mod, the German army designated marksman rifle returns, has been the hardest weapon I've made so far in terms of details with the DDM4 coming second. I have become more confident doing the weapons so we have a lot of fan favourites that are highly detailed this update. This G28 took 2-3 hours straight to do.

(https://i.imgur.com/9HUHZqf.png)
M40A5
Finally the M40 USMC made bolt action rifle returns, needed to square off the number of new weapons to 10 so this was the one I wanted to throw in to finish off this update.

(https://i.imgur.com/yCDXPLG.jpg)
Chicken Mitchell² - Hairstyles

- 11 new hairstyles added
- 6 new male hairs
- 5 new female hairs

Male hairstyles:

(https://i.imgur.com/0Pygpl4.png)(https://i.imgur.com/UsIujD8.png)(https://i.imgur.com/VbIL3vP.png)
John Wick
Starting with this update's main event, the John Wick hairstyle returns in theme of the action heroes for this season's male hairstyles.

"First they stole his dog, then they kill his car.."

(https://i.imgur.com/Kv7Gi7W.jpg)

(https://i.imgur.com/77HEqrO.png)(https://i.imgur.com/SQyCXoL.png)(https://i.imgur.com/mRrdopj.png)
McClane
John McClane from Die Hard's hairstyle is here ready to be at the wrong place at the wrong time.

Yippie Ka-yay, I have a muffalo ho-ho-ho.

(https://i.imgur.com/Opzvpkc.png)(https://i.imgur.com/kRWpUHj.png)(https://i.imgur.com/V6V8nXS.png)
Rambo
John Rambo's hairstyle from Rambo II/First Blood. I just noticed a trend with these Hollywood movies having "John" as a generic first name, any Johns here that are budding to be action heroes?

This update didn't come to rescue Rambo from the pirates, this is here to rescue the pirates from him.

(https://i.imgur.com/PCSHc3X.png)(https://i.imgur.com/OcIZbjt.png)(https://i.imgur.com/P9irjmD.png)
Scarface
You frick with him, you're fricking with the best. Tony Montana's hair from Scarface comes to Chicken Mitchell to say hello to my little friend.

(https://i.imgur.com/KRUVc3I.png)(https://i.imgur.com/3lDb02r.png)(https://i.imgur.com/ARCHnWM.png)
Tyler
Tyler Durden's hairstyle from Fight Club comes to Chicken Mitchell, and the first rule is you can't talk about it.

(https://i.imgur.com/nnyS8FQ.png)(https://i.imgur.com/2hAMK5e.png)(https://i.imgur.com/o7OKwBA.png)
Terminator
Last but not least.. Terminator hairstyle from Terminator II, sported by Arnold Schwarzenegger's character, the Terminator.

Hasta la vista, baby.

Female hairstyles:

Taking a break from female characters in video games, I've decided to do celebrity hairstyles for the females since the male hairs added in this update were also from celebrities, albeit named after their characters in their movies.

(https://i.imgur.com/wVI7MjF.png)(https://i.imgur.com/fZrwDPh.png)(https://i.imgur.com/azM5KDP.png)
Diana
Princess Diana's iconic hairstyle. The late princess. Fun fact, I worked in Chelsea and Westminster hospital which Princess Diana used to visit while she was still alive. She used to donate a lot of money to help develop the hospital, one of the senior staff members spoke to me about how she was fit and young, in her prime and spent a lot of her time in the nearby gym and yet despite having beauty, youth and wealth she always seemed very sad and had a heavy look on her face. Was sad to hear for me, but it just goes to show folks. The whole world isn't the medicine we need to be happy. Was a conversation brought about when she saw the small pocket Bible I was carrying, and I suppose it reminded her of Princess Diana cause she prayed for her since according to this woman, Princess Diana was friendly to the staff and spoke to them like normal people and not like you'd expect from a royal.

I digress, thought I'd brought it up since I remembered the sad thoughts as I drew the hair.

(https://i.imgur.com/0weTkrN.png)(https://i.imgur.com/5SIvqXk.png)(https://i.imgur.com/kQMFIiZ.png)
Hepburn
Audrey Hepburn's hairstyle from War and Peace, 1958 film. To those who don't know Miss Hepburn is a late Hollywood actress along with Miss Monroe who was very well known during their day and were always spoken about in terms of beauty and talent.

(https://i.imgur.com/2Q7pwaa.png)(https://i.imgur.com/KuVRJ8p.png)(https://i.imgur.com/nk894Tr.png)
Monroe
Marilyn Monroe's iconic hairstyle, a late highly acclaimed Hollywood actress. I'd say her hair is the main event of the female hairs because I am most happy with it's accuracy. Decided to call it "Monroe" instead of "Marilyn" since I don't want it getting confused with the rockstar who I don't like. The full name also would be too long so I just went with her last name.

(https://i.imgur.com/KMC21rE.png)(https://i.imgur.com/OYujfW9.png)(https://i.imgur.com/6BQyEvl.png)(https://i.imgur.com/ZWKJafc.png)
Orin Julie
Orin Julie's hairstyle, to those who don't know her, she is a famous instagram model that likes weapons, also serving in the IDF. She also dresses half naked most of the time to highlight her physical features and I was very uncomfortable drawing her hair while at the same time averting my eyes from staring anywhere else that wasn't her hair or the weapon systems she's holding. I don't recommend you google her if you want to respect women and also know what's good for your soul.

And before you ask, I only heard about her today (as of this post) because I was looking for other models besides Alex Zedra who would fit in the mod. Don't give me that look Skynert, I can see your judging eyes from here mate.

(https://i.imgur.com/3BvsF4X.png)(https://i.imgur.com/bFvBnsC.png)(https://i.imgur.com/wbiQLxU.png)(https://i.imgur.com/IL0Hofz.png)
Rihanna
Oh-nah-nah, what's her name? Rihanna's iconic short hairstyle. She is a famous pop-star, to those who don't know who she is. You've probably heard her songs countless times in the barber store, the car radio or some night club and you just didn't know.




That's all for today. I want to do clothes and furniture but these new stuff took all Saturday and the remaining time I had Friday. I've began commissions with the following people:
Erok901 - Fence wall
TMC - 2 body armours, 1 backpack
Fiendakko - 3 Chest rigs
SirLalaPyon - 2 new generators, 1 new television
Taranchuk - Arrest without prison room mod (mod name not decided yet)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on June 13, 2021, 04:25:10 PM
The g28 looks magnificent.
Out of interest, how much does a comission from you runs?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on June 13, 2021, 04:41:42 PM
Rimmu-Nation² - Weapons hotfix and Uncle Boris' - Used Furniture updated
(https://i.imgur.com/iGIzqQm.jpg)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Hey all. Deepest apologies for an error I've made with the SAIGA-12. I've had to change it's defname which means errors for you lot. Please destroy all the SAIGA 12 in your map, then once you reload your save you can ignore the errors. Hopefully it doesn't cause you guys too much issues.

Just a note that this change won't affect you if you don't have the updates from above installed yet as of 20 minutes ago of this post's original post time.

Rimmu-Nation² - Weapons
- SAIGA-12 defname changed from Rimmu-Nation 1.2 version to RH2 version to avoid mod conflicts and keep consistency in naming
- Five Seven pistol texture scaled down to look slightly smaller

Off to the nitty gritty of the new stuff lads




(https://i.imgur.com/YpQ6q2J.jpg)
Uncle Boris' - Used Furniture mod
- New furniture added
- Panasonic TV texture moved around to better fit in-game tiles
- Canvas bed rest effectiveness increased slightly
- Other generator sized rescaled slightly to look smaller
- Trash can can now be minified

SirLalaPyon, talented rimworld artist returns to give us some more new hardware for your HQ.

(https://i.imgur.com/N6d3XtX.png)(https://i.imgur.com/3FbzGNF.png)
MEP-007B military generator
So the big generator returns, however as an actual reference and not just a recolored civilian one. This generator IRL generates 100KW of power but lasts for around 14 hours before needing a refuel. In-game it's back to being 5KW as of 1.2 and this time instead of a low 3.0 fuel consumption rate, it's gone up to 4.5 similar to the normal vanilla chemfuel generator. It's fuel capacity has gone down from 100 to 50 only which means more frequent refueling. Seen in-game as 11 days on full capacity.

Much needed nerfing folks, if you want the old performance you can stick to the smaller generators but it will mean you have to refuel them more regularly and build a lot of them.

(https://i.imgur.com/WSP3c36.png)
DEFENDER 1.0 portable generator
So to get rid of the old portable generator which was a non-existent model (of that size), here is a real-life portable generator complete with carrying handles and little bitty wheels. Generates 1KW of power and has a whopping 8 fuel capacity which combined with the low fuel consumption rate this has (2.7 fuel consumption) could last for 3 days.

In comparison to the old version, it only generated 750W, has 2.0 fuel consumption and lasted significantly longer including that version being cheaper to build with resources and had 20 fuel capacity or so. To cut my waffling short, I have nerfed the old portable version and this one also looks cooler.

(https://i.imgur.com/pdgtMFF.png)(https://i.imgur.com/aV3cvgZ.png)(https://i.imgur.com/CIt7T9H.png)
Panasonic LCD TV
Okay lads, so it looks like I'm plugging for Panasonic but SirLalaPyon just happened to use Panasonic as reference again. This TV has the same stats as the flatscreen but more costly due to the stuffable table along with having an increased joy speed gain. I gave him a reference and explained what I wanted and he did it beautifully.

(https://i.imgur.com/hQZTlaV.png)(https://i.imgur.com/lstuGjW.png)(https://i.imgur.com/8REEFra.png)
Lounge Armchair
A commonly seen lounge armchair here in the WRVS buildings, basically the chill out spot with consoles and a bunch of games for when people wanna hang around and play pool or whatever. Been restricted to access due to COVID recently. You guys can now have a bit more variety in chairs. It is only 0.02 more comfortable than the normal armchair but everything else is almost identical.

SirLalaPyon has been carrying this furniture mod so I didn't wanna look like I'm slacking in front of you guys, I decided to contribute this armchair and the light below. You're welcome  8)

(https://i.imgur.com/dpvWa9e.png)
Holmo floor lamp
So to match the armchair and the new LCD TV for that WRVS rec room feel for your troops, flippin got an IKEA made odd looking floor lamp. Much modern much wow. Was meant to be stuffable but the game is making it hard for me to make this stuffable so I just gave up on it and let it be one colour.

Basically this is like a normal lamp in glow radius, costs more steel and more beautiful to look at.

Did not add colored light versions.

(https://i.imgur.com/71ds2ls.jpg)

That's all from me folks. Fiendakko delivered a lot of new awesome clothes and another set commissioned by Morphium for the cause, so shout out to them and much thanks for the donations of new content that would've otherwise costed me a fortune in commissions. I'm back to work on Monday, gonna be dragged into remedial PT cause I'm fat so the PTI noticed me struggling being in the rear during the Thursday run. This means more time away from mods and relaxation. See you lot then, will wait for TMC and etc before I update clothes since my remaining time will be to get ready for tommorrow and relax on the modding since I've beend doing these all weekend without much breaks.




Quote from: Rocket_Raccoon on June 13, 2021, 04:25:10 PM
The g28 looks magnificent.
Out of interest, how much does a comission from you runs?

Thanks my friend! Just caught me as I was uploading a new update.

A commission from me? Been avoiding doing any atm since I have been low on time sadly. I know commission artists barely get updates or mods out because they are high on demand. I have been spending all my time doing these updates and been getting extra help spending my own money for these guys so sadly I don't have enough free time to do my own commissions.

To give you an idea this is some rates from people that you see in this mod:

SirLalaPyon
$5 per texture from each furniture
- I.E. TV has 3 textures which means $15 for this one feature

Fiendakko
$7 for backpacks (he's giving me a discount due to my bulk orders)
$15 for chest rigs (he's giving me a discount due to my bulk orders)
$20 for body armours

TMC
$20 for chest rigs and body armor
$7 for backpacks

JangoD'Soul
Juggernaut suit costed $75 total including helmet
Ironman suit costed $65 total including helmet
(no longer doing commissions)

DanDMan
$5 per texture
I.E. backpack has 2 textures, he charged me 10 USD

In summary, the more high in demand they get and the higher quality their work is, the more expensive they get. I would probably charge somewhere in between fiendakko and TMC since I feel Jango charges a lot, I do understand his quality is top notch but I would get a lot of commissions under my belt before going that high. Other than that I haven't decided on prices yet mate, if I were to do commissions that is.

I have spent a ton for the team, over 500 USD easy. Been enjoying my hobby but I need to slow down on the spending and the time and have more discipline to do more PT, otherwise I will be set aside in my line of work. Don't wanna be the guy who can't do the job and potentially get someone in danger (including myself) because I couldn't keep up. I digress Mr. Raccoon, you know me waffling all the time. Hope you enjoy the new stuff!




(https://i.imgur.com/FD4wb6R.jpg)
Uncle Boris - Used Furniture Update 2
- Holmo floor lamp outline thickened by 4 pixels
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on June 20, 2021, 12:36:04 PM
Rimmu-Nation² - Weapons and Chicken Mitchell² - Hairstyles updated
(https://i.imgur.com/JGaKRrD.jpg)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Rimmu-Nation² - Weapons
- 7 new weapons

Gone home this weekend, very nice to relax for once. Did less work because why not, which means still no progress on the new apparel I've been wanting to do. Decided to get something done and go for the easy line of weapons and hairstyles again.

(https://i.imgur.com/ufMuAVn.png)
Katana (Hanzo)
The Hattori Hanzo made katanas from Kill Bill, this one is specifically based from Budd's sword. Used a real life line of replicas, which were actually usable as swords and not just as a display. There you have it folks, another variation of the katana

(https://i.imgur.com/ADJG1rv.png)
MP-412 REX
Russian made revolver returns

(https://i.imgur.com/a5ZELKv.png) (https://www.youtube.com/watch?v=edK2aPewYHI&ab_channel=JigsawjokerMerriamJigsawjokerMerriam)
Thompson SMG
"I believe you, but my Tommy Gun don't!"

Give those pirates to the count of 10 to get their ugly, yellow, no good keister out of your property before you pop them full of led. ONE-TWO-TEN!

(https://i.imgur.com/00koTDG.png)
USAS-12
Another semi-automatic shotgun, made by Daewoo from the good ol' South Korea.

(https://i.imgur.com/7kbnJvV.png)
Ksp 58
Swedish made variant of the FN MAG which is used by their armed forces as the GPMG. I was gonna do M240 but to my plot twist the M240 is pretty much the FN MAG with a US designated name and I never knew this whole time.

(https://i.imgur.com/jwW75XT.png)
CZ 805 BREN A2
CZ BREN returns, going less nuts on attachments cause I'm starting to just want simple weapons that do the job. This is our 13th rifle, wanted to do more weapons this week but I'm out of time and patience.

(https://i.imgur.com/p7S7ton.png)
VSS Vintorez
Finally the main event of what you've all been waiting for, the Russian VSS Vintorez returns in all of its fully automatic glory to be reunited with it's cousin the AS VAL.

(https://i.imgur.com/QNLaG3O.jpg)
Chicken Mitchell² - Hairstyles

(https://i.imgur.com/DWJTLnI.png)(https://i.imgur.com/EbBYnQA.png)(https://i.imgur.com/CZ8LL69.png)
Nobody
"Who me? ..I'm nobody." Added Bob Odenkirk's character "Hutch" from the film "Nobody" because I love Better Call Saul and it's even better that he's in an action movie now that is loosely based on John Wick.

https://www.youtube.com/watch?v=wZti8QKBWPo&ab_channel=UniversalPicturesUniversalPicturesVerified

Here's the trailer to those who don't know what this hair is from. Didn't do much hairs this update, only 4 in total but I consider this to be my favourite one of this update.

(https://i.imgur.com/Rb2q36Z.png)(https://i.imgur.com/qmAqJI3.png)(https://i.imgur.com/83VakLO.png)
N Fakhri
Nargis Fakhri's short hairstyle, an American/Bollywood actress. Was looking for a list of hairs to do but they all seemed too long/complicated so I ran into this person's hair. Very nice change from the ponytails and such, been wanting more loose hairs around.

(https://i.imgur.com/7fsydyV.png)(https://i.imgur.com/eunPJMx.png)(https://i.imgur.com/zQQVceG.png)(https://i.imgur.com/pFbwdFI.png)
T Swift
One of Taylor Swift's many famous short hairstyles is added into the mod. Now you can have your servicemen pawntypes post a video on youtube or instagram asking her out on a date for the dance ball or whatever, only to be rejected and not replied to

(https://i.imgur.com/9Sg5muk.png)(https://i.imgur.com/oBSfmm8.png)(https://i.imgur.com/69J9ioI.png)(https://i.imgur.com/9tFNgsG.png)
Zoller
Fredrick Zoller's hairstyle from Inglorious Basterds, you can be a real Fredrick Zoller now from this range and flippin star in a propaganda film where you shoot lots of enemies and be a war hero and call it "American Sniper".

(https://i.imgur.com/ftKCiMt.jpg)

Note to self: Update KBA Railgun later and raise it's price from rangers faction mod.

Gotta go guys. Wanted to do more clothing or furniture but they take significantly longer to make so I just went with what was faster for me to get done this weekend. Back to the grind, then we'll see what updates can come this week. A buildup of new apparel in Rimmu-Nation² - Clothing will come along in a bit but not today or possibly during the working days.

EDIT: If you were quick at drawing the download button from the initial few minutes of this post, please re-download since I forgot to actually upload the updates. My bad Gs  :o
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on June 25, 2021, 12:52:47 AM
Rimmu-Nation² - Weapons updated
Rimmu-Nation² - Clothing and Rangers fixes
(https://i.imgur.com/JRtzGyh.jpg)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Rimmu-Nation² - Clothing
- Beret texture fixed on UI, showing white lines
- Error when royalty dlc is disabled fixed due to nobleapparel research
- Type 56 and Type 63 chest rigs nudged to be more centered

Faction - Rangers
- Price tweaks for charge carbine and KBA rifle
- Trader tweaks for more apparel variations at base
- KABAR vintage now not stuffable
- 2 old sound effects and files removed

Rimmu-Nation² - Weapons
- 10 new weapons
- error fixes for RNBomb2 damagedef when security mod is disabled
- axes now also increase plant workspeed
- 2 old sound effects and files removed

Got sent to isolation during monday with my entire engineer course cause two lads tested positive with us in a classroom and we were in contact with them despite most of us being negative for the LFT. We get tested every week and now we're all on a 10 day isolation. I'd be jumping in joy if the food didn't seem like airline food. People are scared to drop us food from the store just across the road of this isolation block because of possible repercussions even though it's actually allowed, because chain of command can be very trigger happy on the yelling and sanctions which may include getting charged or losing your weekend, but at the same time I understand there's a virus and they're trying to prevent infection.

(https://i.imgur.com/OsBammr.jpg)

With that, there's been a lot of work going into some big updates coming along but I wanna release what is currently finished instead of waiting. I also wanted to immediately roll out some fixes that weren't visible when royalty DLC and other mods are enabled to sort it out for you guys without the DLC.

Without further ado here are the new weapons! Lots of high quality fan favourites from the old mod and other games coming in this one so buckle up.

(https://i.imgur.com/NHoWl3N.png)
DMM Fly Ice Axe
Ice Axe! does a lot of pointed damage but not a lot of blade as a normal axe. I know this may be silly but also added mining speed. I wanted a unique-ish new weapon and it would go well on a Lara Croft kind of start/character. I later find out her axe is more resembling of the DMM Rebel but whatever, could always add it later.

(https://i.imgur.com/8Sq4Wdx.png)
Glock 18
Going up in range, three burst Glock 18. Less accurate than its Glock 17 relative but it's on the fun switch so who cares right? First kinda full auto/burst fire pistol I've done. I have been itching and intending to do the USP 45 but I procrastinated and gave you guys another Glock instead cause things I really wanna do, I find intimidating so I gotta psych myself up by doing other cool things first

(https://i.imgur.com/tAL96uM.png)
MP7A1
First of the weapons I did this week, all of which has been very detailed and difficult to do. The P90's competition is here and ready to be used for counter terrorist operations or your more miserable and less ally guard duty by the gate to catch out squaddies with outdated ID

(https://i.imgur.com/1g2jPW0.png)
SPAS-12
Yes, the stock is folded and this may upset a lot of you. I wanted it folded. Sorry, I said it lads, there you go. I've done folded stocks on Uzi and some of the rifles you see here so I wanted a good looking unique shape for shotguns because we will see more black tactical ones for military use that won't look like the SPAS with a folded stock. It still has the same stats as the 1.2 version so it's just aesthetic for me. Don't get upset okay guys, please refrain from having your heart shattered to pieces by my design choice.

(https://i.imgur.com/rixImW4.png)
AA-12
The AA-12 is here, returning as the crowned shotgun with full auto. I chose to give it a BF4 sound effect rather than it's old one taken from Tomb Raider since that Tomb Raider SFX sounded like a video game and not like how I've heard AA-12s shot in actual videos of them being fired.

(https://i.imgur.com/JsWZNyf.png)
RPK
RPK, would surprise some of you to find out it is a new addition since it wasn't present in the 1.2 Rimmu-Nation. It is the original one chambered in 7.62x39mm, not the RPK 74. I've read it was made as the LMG to phase out the RPD.

(https://i.imgur.com/6SBlCL2.png)
ACE 52
The IWI Galil ACE, a modern adaptation of the Galil to be lighter and more accurate. This 52 version is chambered in 7.62x51mm NATO, another new addition to the mod. Yes I still wanna add the old Galil later for you Galil enthusiasts. Like the SPAS-12 but arguably less abominable to some of you, the stock isn't extended but we can assume its less uncomfortable on a rifle cause it's still on your shoulder.

(https://i.imgur.com/BuW5EcM.png)
AK74
AK74 returns, to those who don't know it uses a smaller caliber than the AK47. It was at an experimental phase during the soviet-afghanistan war and were handed over to Spetsnaz who were also a newly formed group at the time, with the AK74 finding its share of malfunctions. I'm not gonna have it from anyone having a go at the SA80 cause it shows we all make mistakes yeah, even the best of us (looking at you Mr. Briggs)

(https://i.imgur.com/PS8aOt9.png)
M14 DMR
To those who have been waiting for an American DMR, here's the M14 back at it again. Gave it the same BF4 SFX as the Mk 14 EBR since the one it was using came from Left 4 Dead and much like the AA-12 SFX from Tomb Raider sounded too video game-y to me so I abandoned those sounds and deleted them.

(https://i.imgur.com/NJ8aPId.png)
PSG-1
Another HK weapon cause we haven't had enough of them yet. The PSG-1 made for the GSG 9, incredibly rare in real life but over in-game you can make your own and find some higher level mercenaries using them. Thanks to Rimmu-Nation, you can get your grandma one, or even your dog for dog's day to celebrate the day you met!

I'd say it was hard for me to say which weapon was the main event for this mod since they were all highly detailed, difficult to do and were at one point my personal favourite in some other game.
(https://i.imgur.com/zHpidn2.jpg)



That's all folks. Tired doing these, more handful than I expect. Currently on hairs which is what I try to do in a sequence:

Weapons, hairs, apparel, buildings.

Apparel mod is awaiting some bulk amount of new stuff.

Awh what the heck, lemme give you some teasers for the new stuff, some are awaiting to be done and some are already done which needs to be coded.



Art by Erok
(https://i.imgur.com/2he8m5d.png)
Done 2 walls for me, two fenced with barbed wire for Uncle Boris. Would have been 3 but unfortunately budget got shot down due to a certain incident back home which also put a halt to about 3-5 other commissions.

The barbed wire and metal fencing done were based on what is used in the military camps here in UK, though I don't know how much liberties Erok has taken from my direction. Didn't wanna be too rigid with detail cause then he'd have been unable to do it in vanilla style.

Art by Tittymcswaggy
(https://i.imgur.com/WzCuoxT.png)(https://i.imgur.com/KVTSUnH.png)(https://i.imgur.com/uru7tIH.png)
LBT MPC line of plate carriers (London Bridge Trading), he's done 2 plate carriers for me and a backpack.

Art by Fiendakko
(https://i.imgur.com/CwzzvUr.png)
S6 Respirator (Operation Nimrod SAS Gasmask)

(https://i.imgur.com/3mUW7Uc.png)
MSA Millenium respirator

(https://i.imgur.com/gGzdEHu.png)
Condor chest rig

(https://i.imgur.com/gK9y5SB.png)
LBT G4 plate carrier

(https://i.imgur.com/dCFYoEx.png)
(https://i.imgur.com/vSv5JUD.png)
Zastava M84 GPMG turret and 2B14 Podnos soviet 81mm mortar.

The other guys especially fiendakko has been carrying on the content because I've been busy and I wanted to get these done. The longer the stuff doesn't get done the more it's likely I'll never get them done. Most of the new content are actually donations by fiendakko, done free of cost. Morphium who is a big contributor much like Sheriff for RH2 has commissioned a riot gear from fiendakko and a bunch of other cool stuff.

Just stand by for the new stuff, will probably be clothing and hairs coming to be updated next. I'll do buildings next cause I have plans for it that may be difficult to implement. I want a comms console laptop and that's an obstacle atm among the other fixes and content that needs to be doing.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: qux on July 03, 2021, 11:43:28 AM
Hi !
Have you planned to make boots, gloves, and maybe shields (with vanilla expanded framework) in the future ?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on July 04, 2021, 07:32:23 PM
Queue Modern Warfare's Season 7 soundtrack folks cause we got a big update.

https://www.youtube.com/watch?v=85VrVOBtRzY&ab_channel=VersusMusicOfficial <- I recommend playing it as you read for +1 morale to your day cause it makes the update look cooler.

Season 7 update:
(https://i.imgur.com/XUzQOkM.jpg) (https://www.youtube.com/watch?v=85VrVOBtRzY&ab_channel=VersusMusicOfficial)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)


WARNING: HK69A1 grenade launcher defname changed, you will receive errors this update. Please remove all of these grenade launchers in your world map to minimise issues before updating!

Apologies for dropping the ball the second time guys, left it with the 1.2 version's defname which I had to change for consistency and obviously to avoid possible mod conflicts. I hope the new stuff makes up for it


The following mods have been updated:
Rimmu-Nation² - Weapons
Chicken Mitchell² - Hairstyles
Rimmu-Nation² - Clothing
Uncle Boris' - Used Furniture
Faction - Rangers



The following mod has been added:
CPERS: Arrest Here

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

Rimmu-Nation² - Weapons
- HK69A1 defname changed (WARNING: will cause errors. Please destroy all of the HK69A1s in your map to be safe, otherwise the error will be minor so please save over it and ignore. My apologies for the inconvenience.)
- New preview art
- FN Five Seven long range buff
- 1 SFX removed
- Mannlicher-Schoenauer projectile changed to an accurate representation by label
- All SFX lowered in volume closer to vanilla levels
- SA80, Glock 17, L96A1 and MP5 textures have been redone
- 20 new weapons

Redone textures

Before:
(https://i.imgur.com/VuRwHrl.png)
After:
(https://i.imgur.com/KGFTmGe.png)
SA80
After close inspection I've noticed the original reference used was an A1 version, the one everyon says to jam as seen from the cocking handle. Almost all other changes to indicate it's an A2 are inside the weapon system. I've decided to not just give it a new handle but do it in the improved style.

Before:
(https://i.imgur.com/yXKi1wk.png)
After:
(https://i.imgur.com/SnJf8Qr.png)
Glock 17
After another close inspection, something didn't seem right with the old Glock. It's the magazine. The magazine is that of an airsoft pistol and not an actual 9mm one, so the entire glock had to go. I liked the old design despite looking simple, it is the first ever texture done for this mod ever since the RH2 remaster began but I can't have an obvious airsoft pistol being the thing on Steam release.

Before:
(https://i.imgur.com/l6JGqZy.png)
After:
(https://i.imgur.com/GXYWdWu.png)
L96A1
Old version bothered me due to how dirty and smudged it seemed in comparison to the newer rifles, this was one of the first sniper rifles made that had a lot of detail so I was still getting used to it. The old reference was low resolution which made things harder for me, while the new one is more crisp at the expense of having no bipod.

Before:
(https://i.imgur.com/oTGvcXR.png)
After:
(https://i.imgur.com/W4wY2EK.png)
MP5
Was reluctant about redoing this last one since it wasn't noticeable, but I wasn't happy with the old version's similarity with the L96A1's problem of looking too smudged. Redone all the inner details in the new style.

Fun fact: All of the weapons re-textured are issued in the British Armed forces, with the C8 CQB coming I felt I had to re-inspect them especially since they were some of the first I've made.

New weapons:

(https://i.imgur.com/gxIdGN9.png)
Karambit
Cold Steel Tiger Karambit, just called "Karambit" in-game. Lots of funky looking ones out there thanks to CSGO, thankfully companies who actually intend for them to be used like Cold Steel exist.

(https://i.imgur.com/bjK1XoW.png)
Katana (Fudoshin)
Another Katana, full tang. It's no Hattori Hanzo or Cold Steel, but it has a cool lookin' handle and that's all you could ask for. I also made sure it was a usable Katana that I've used as reference, not a display one for that subtle BTS detail. May be the last Katana variant I do since I don't want the mod overcrowding with katanas unless they look distinguishable.

(https://i.imgur.com/ru4aT18.png)
USP 45
Yo home, is that my pistol? First weapon I've done for this update that was a long time coming ever since all the other iconic HK CQB weapons came out. Same pistol Tom Cruise uses in the film Collateral with his famous "Yo homie, is that my briefcase?" scene as shown by Mr. Vickers here:
https://www.youtube.com/watch?v=fEZeb5lKPkk&ab_channel=VickersTactical

(https://i.imgur.com/cNM7xdG.png)
P226
The famous P226 returns, known to have been used by the Navy SEALs and the SAS, then again they also probably use Colgate and that doesn't make any of us any more operator. Given it a new sound effect and removed the old CSGO one since it didn't sound right to me. I also decided to use the P226 Legion, which is an upgraded version instead of the original full black service P226 so it's easier to see detail from a distance.

(https://i.imgur.com/wLlBwgj.png)
Model 36
Smith & Wesson Model 36, it is a .38 special revolver like Colt Cobra. Also appears in the film "Joker" being the revolver that ends Frank Murray's career with a bang.

(https://i.imgur.com/O78v00n.png)
PPsh-41
Soviet era SMG returns, was the easiest SMG in terms of detail due to the majority of it's body being wood and not something full of bolts and freakin rails that I have to detail. I am grateful for the Warsaw Pact making very easy to draw weapons because without them I won't be having much to add for this mod

(https://i.imgur.com/fjDe446.png)
Stoeger Coach Gun
Classic western double barrel, it is actually the real life version of the DOOM super shotgun and was the reference for the original 2D sprite. This is now here for you guys who just can't wait for the DOOM mod remake.

(https://i.imgur.com/7MutbBA.png)
Spartan Marine
Discount M1014. This is from Spartan Arms, a 3+1 semi automatic 12G shotgun made for the civilian market. I wanted some more variety in weapons, some world war era and some civilian market ones to diversify our options and make the game feel more like a survival game with the options.

(https://i.imgur.com/LcJpb7v.png)
FAMAS F1
The classic French armed forces service rifle that was later destined to be replaced by HK416, if you look carefully the magazine well can fit a baguette in there in case you run out of ammunition

(https://i.imgur.com/KfXJ23a.png)
C8 CQB
This is what is used by the UKSF, RMP close protection and other urban based units here that get involved in CQB. The closest representation and loadout to what I've seen in use during my time being a SPROG in CQB training fumbling about until they had enough and gave me back an SA80 that I would proceed to miss point blank with.

In-game it simulates being more effective for CQB than the other long rifles in terms of accuracy.

(https://i.imgur.com/e1zGKTd.png)
Lee Enfield Mk III
All the modern weapon systems better back the eff up cause an OG is coming through. Why is the French Foreign Legion changing to the HK416 when you can have this?! Tell me right now!

(https://i.imgur.com/3OejBwG.png)
Mannlicher Ultra Light
Another Steyr Mannlicher rifle, thankfully easier to pronounce this time. A modern Mannlicher rifle, suppressor with a wooden rifle just gave me that prepper or survival vibe besides being easier to do than anything at all with rails and a modern design.

(https://i.imgur.com/SJSUrOs.png)
WA 2000
Semmi automatic sniper rifle, German design, expensive, could've bought yourself a pack of 2 haribos with that money.

(https://i.imgur.com/K4tukWC.png)
M72 LAW

66mm HEAT rocket projectile art:
(https://i.imgur.com/R4JEDn3.png)

The disposable cold war era anti-tank launcher returns being the last new weapon in the list.

Continued..

Did an additional 4 new weapons while this post was under construction in a notepad file.

(https://i.imgur.com/kDuBBG0.png)
Survival Axe (Gerber)
Another Bear Grylls promotional stuff from Gerber. If you guys have any questions feel free to "axe" hehehe

(https://i.imgur.com/m9pktah.png)
STK 100
Rock Island Armory made striker fired pistol, the STK 100. Meant to be a lighter frame and improved pistol based off the Glock. Thought it'd be interested to add in the mod.

(https://i.imgur.com/HvMWh2h.png)
AK 5C
Another weapon issued to the Swiss armed forces. The AK 5C. Carbine appeared in Battlefield 4 and also in RT's old weapon mod. Thought it was a nice throwback.

(https://i.imgur.com/a9Jwrva.png)
L129A1
The British L129A1 Sharpshooter rife, another DMR made by HK. I believe this and the G28 are actually built off the HK417 so it's funny knowing these two very detailed and beautiful looking DMRs I've done are actually the same model with different dress ups

(https://i.imgur.com/MzhoHuB.jpg)

Unreleased:
(https://i.imgur.com/Hee4me5.png)
Browning T-Bolt
Probably never to be released for the mod unless a few of you ask. I wanted another simple iron sight Bolt Action rifle, and it turned out this one was .223 Remington in caliber which I haven't got stats made for. You see a friend called Recon made the stats for all bullets, and he was a former armourer in the Canadian armed forces, so I trust him as the subject matter expert for weapons more than I do myself. If I really had to, I'd guesstimate new calibers for you lads, otherwise please let me know if any of you are interested in this weapon. To put it in perspective, it's closer to the Varmint rifle in Fallout, not very powerful.

This was later replaced by the Lee Enfield since I wanted a new iron sight bolt action so I had to re-introduce that rifle sooner than I wanted, and I had to cut this T-Bolt from the update.




Chicken Mitchell² - Hairstyles

(https://i.imgur.com/fhSvQAv.jpg)

Season 7 update, we have some loose hair from some pop culture characters and mostly video games, with Resident Evil ones making a return.

(https://i.imgur.com/z4nOMn4.jpg)

Resident Evil hairstyles:

(https://i.imgur.com/bKMLs32.png)(https://i.imgur.com/mm81d9R.png)(https://i.imgur.com/w87ZErV.png)(https://i.imgur.com/esBD21v.png)
Ada
Ada Wong's hairstyle from Resident Evil 2 remake.

(https://i.imgur.com/d67Q6Pe.png)(https://i.imgur.com/cJf3VCI.png)(https://i.imgur.com/045oFeR.png)(https://i.imgur.com/mjRww1g.png)
Claire
Claire Redfield, Chris' sister who will continue the lineage's hairstyle has been added. This version is specifically the one in the RE2 remake.

(https://i.imgur.com/9faDaDl.png)(https://i.imgur.com/xJM7PJG.png)(https://i.imgur.com/8uCr3IW.png)(https://i.imgur.com/A3AIecv.png)
Jill
The original Jill Valentine hairstyle returns, to those who preferred the old version.

(https://i.imgur.com/X6c78Vm.png)(https://i.imgur.com/q7bAmAD.png)(https://i.imgur.com/BEpz28a.png)(https://i.imgur.com/U87vH99.png)
Jill 2
Jill Valentine's Resident Evil 3 remake hairstyle, clearly different to the original but subtle enough to make her recognizable

(https://i.imgur.com/fMAZGXr.png)(https://i.imgur.com/KOFSxzf.png)(https://i.imgur.com/Kd1lsJV.png)
Chris
Chris Redfield's hair, Claire's older brother who will chase down Leon S. Kennedy to the ends of the earth. His goals are beyond your understanding. This version is taken specifically from his Resident Evil 7 hairstyle.

(https://i.imgur.com/4QBlyUS.png)(https://i.imgur.com/URasYkL.png)(https://i.imgur.com/7VAmHUd.png)(https://i.imgur.com/xmENjTz.png)
Leon
The backstreet boy Leon S. Kennedy's hairstyle returns, fresh from Resident Evil 2 remake. I must say his new character model reminds me of young Eminem, but I digress. When equipped on a pawn they will ruin their life drinking and trying to find a double agent who keeps stabbing them in a back to ask her out on a date.


(https://i.imgur.com/v0cheHE.jpg)

Rainbow six siege hairstyles:

(https://i.imgur.com/5TpM2jr.png)(https://i.imgur.com/m1aAJvS.png)(https://i.imgur.com/Pn7S75v.png)(https://i.imgur.com/uPGnzko.png)
Caveira
BOPE Operator Caveira's hair from Rainbow Six. Specifically this isn't her original hair, it is instead her elite skin hair. This lady will break laws to interrogate you and ones included in the Geneva convention and laugh about it. Nobody seems to mind just because everyone is gushing over her sports outfit.

(https://i.imgur.com/xJYM2s7.png)(https://i.imgur.com/jZHyodj.png)(https://i.imgur.com/ChbniWk.png)(https://i.imgur.com/zo2yUXI.png)
Dokaebbi
South Korean operator Dokaebbi's hairstyle. A female operator that has a knack for pulling out her iPad to take selfies and upload stuff on TikTok in the middle of a hostage crisis.

(https://i.imgur.com/YQ8nkPP.png)(https://i.imgur.com/cKkBVyO.png)(https://i.imgur.com/hYSJhYe.png)
Ela
Polish operator Ela's hair returns. It's bright and green and clearly she's the Lady Gaga of Rainbow Six cause you're just asking for a headshot.

Other hairstyles (Loose):

(https://i.imgur.com/4E44Ov7.png)(https://i.imgur.com/F4Nl5ti.png)(https://i.imgur.com/9IYu9S0.png)(https://i.imgur.com/9cIkQb1.png)
Hudson
No not "Black Ops" CIA Hudson, that guy is bald. This is Sheriff Joey Hudson's hairstyle from Far Cry 5 who you later rescue from a hipster living in a bunker and she tries to shank you to death for it.

(https://i.imgur.com/Dmcm3cx.png)(https://i.imgur.com/2txO4Jy.png)(https://i.imgur.com/QR6X8dm.png)(https://i.imgur.com/QdMpvTR.png)
Kidman
Juli Kidman's hairstyle from Evil Within 2 returns, though this time called by her last name instead of "Juli" since she is mostly referred to by her surname.

(https://i.imgur.com/BXFBl6u.png)(https://i.imgur.com/ITO544B.png)(https://i.imgur.com/L8W6f1R.png)(https://i.imgur.com/O4gYp6J.png)
Ramirez
The iconic female soldier from Fortnite "Ramirez".

(https://i.imgur.com/Oekx6LI.png)(https://i.imgur.com/75DY08X.png)(https://i.imgur.com/RVlTWcJ.png)(https://i.imgur.com/fjN4PHB.png)
FPSRussia
Our boy FPSRussia's hairstyle, who isn't really Russian. Was a famous gun youtuber back then, known to have almost died due to some of his wreckless stunts (I.e. flying door almost hitting him) and went to prison irl cause the ATF doesn't like him. He's now back and banned from owning guns in the U.S. and is known to tell stories of him surviving prison.

(https://i.imgur.com/u1M6x0Q.png)(https://i.imgur.com/dGRBuVu.png)(https://i.imgur.com/FQKKqhb.png)
Landa
Another hairstyle from Inglorious Basterds, Colonel Hans Landa's hairstyle. A bad guy played by Cristoph Waltz, absolutely terrifying but smart and cunning interrogator. I thought some of you would be a fan of bad guy character studies, I know I've enjoyed adding their hairs ever since Anton Chigurh since having their characters act out in a RimWorld playthrough is interesting and at the same time terrifying to see how well they fit in a cruel and lawless outer RimWorld more than the good guys do.

(https://i.imgur.com/Xa1tAxc.png)(https://i.imgur.com/DCWlGo4.png)(https://i.imgur.com/mIAiqKt.png)
Kreese
THERE IS NO MERCY IN THIS HAIR MOD, IS THERE?
Sensei Kreese from Karate Kid and Cobra Kai. Not only is he a butt kicker in Karate, but he was a Vietnam veteran. I thought he'd fit in RimWorld as a created character due to his ruthlessness but deep down a heart to look after his own despite the incorrect way of going about it. He also survived as a hobo until Cobra Kai was re-established so he'd make a perfect homeless survivor! Strike first, no mercy, Cobra Kai never dies!

(https://i.imgur.com/pjNiN6q.jpg)




Continued.. (Hit character limit of 2,000 max)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on July 04, 2021, 07:32:46 PM
Continuation of post above..

Season 7 update part 2



(https://i.imgur.com/eqYAnX7.jpg)

Rimmu-Nation² - Clothing
- 3 new helmets
- 3 new respirators
- 6 new onskin tops
- 5 new pants
- 3 new shell jackets
- 4 new body armors
- 4 new chest rigs
- 5 new backpacks
- New backpack categories for better pricing ranges
- Backpack prices lowered
- Backpack tags tweaked, civilian backpacks tagged to IndustrialAdvanced instead of IndustrialMilitaryAdvanced
- Certain respirators wearable with other headgear again



Added textures done by: DanDMan68
(https://i.imgur.com/MVdSPWA.png)(https://i.imgur.com/g8hsCmT.png)
Nitecore BP20 backpack
Another black tactical backpack, making it the second one in the mod after the 5.11 RUSH 24

(https://i.imgur.com/P2L0vMq.png)(https://i.imgur.com/XXEHb7t.png)
Outdoor Master Hiking pack
Wanted more civilian themed backpack for that "survival" feel so I have requested Dan for this one.



"GAS, GAS, GAS!"

Added textures done by: Fiendakko
(https://i.imgur.com/2MlEP9V.png)(https://i.imgur.com/tsiV4Lb.png)
M1 Gas mask

(https://i.imgur.com/rmrA45n.png)(https://i.imgur.com/PbR9ROd.png)
MSA Millenium
Most modern and best respirator in terms of stats so far in the game

(https://i.imgur.com/0W87xiE.png)(https://i.imgur.com/YPUDfSL.png)
S6 NBC Respirator
The respirator worn by the SAS from the Iranian embassy siege. I've made gasmasks wearable with balaclavas again, please lemme know if there's issues.

Fun fact: Army instructors here are adamant you call it "respirator" or they will be very upset.

(https://i.imgur.com/vRIXwtC.png)(https://i.imgur.com/jghEx6X.png)(https://i.imgur.com/KhdiILS.png)
SecPro Riot Helmet

(https://i.imgur.com/qU7GDnw.png)(https://i.imgur.com/m2xV2je.png)(https://i.imgur.com/vG28DfG.png)
SecPro Riot Suit

(https://i.imgur.com/GJ8yxTB.png)(https://i.imgur.com/9XZwc05.png)
AMAP III backpack

(https://i.imgur.com/3Q5wQQb.png)(https://i.imgur.com/hj9Kzc3.png)(https://i.imgur.com/QGmOQ5V.png)
LBT G3 body armour

Chest rigs:
(https://i.imgur.com/l5jC67Z.png)(https://i.imgur.com/NDz7aj8.png)(https://i.imgur.com/weArtsQ.png)
ALICE webbing

(https://i.imgur.com/O0zWKth.png)(https://i.imgur.com/AvOBgkp.png)(https://i.imgur.com/XolgyGF.png)
Condor Recon Chest Rig

(https://i.imgur.com/A6L51kh.png)(https://i.imgur.com/Cb6yEHt.png)(https://i.imgur.com/Rz6vH9A.png)
Mil-Tec Chest Rig

(https://i.imgur.com/5XfkDN7.png)(https://i.imgur.com/MMXfzxf.png)(https://i.imgur.com/Z7oTAGt.png)
Kula Mongoose Assault Vest



Added textures done by: Tittmcswaggy

(https://i.imgur.com/HjzScr7.png)(https://i.imgur.com/4zL2HVk.png)(https://i.imgur.com/LmqFJKL.png)
LBT MPC body armour
London Bridge Trading Modular Plate Carrier

(https://i.imgur.com/NJOsGr1.png)(https://i.imgur.com/RjH74Fd.png)
Enhanced Warfighter Jump Pack
Mouthful of a name, but catcher than "LBT 0101JJ". It is a London Bridge Trading brand backpack, along with the body armours done by TMC. Due to different artists, the sizes vary, which means I have to scale them by code. This backpack kinda borderlines between the rucksacks and the medium backpacks like RUSH 24 in terms of in-game carrying capacity.



Added textures done by: Yours trully

(https://i.imgur.com/GL3vNX3.png)(https://i.imgur.com/aQWFUXW.png)(https://i.imgur.com/76e2KQ3.png)
ACH UCP

(https://i.imgur.com/kppIenX.png)(https://i.imgur.com/uhGFyla.png)(https://i.imgur.com/V7SSRgI.png)
Mk 6 D DPM

(https://i.imgur.com/buLuwSa.png)(https://i.imgur.com/IB3ZBFx.png)(https://i.imgur.com/yrQjy6a.png)
ACU UCP

(https://i.imgur.com/G7101XY.png)(https://i.imgur.com/xeZLR39.png)(https://i.imgur.com/aVVeVpa.png)
BDU D MARPAT

(https://i.imgur.com/5WHU70T.png)(https://i.imgur.com/B0kbxtg.png)(https://i.imgur.com/Et8wZVG.png)
UBAC D DPM

(https://i.imgur.com/4ReQCDm.png)(https://i.imgur.com/R1bdIfL.png)(https://i.imgur.com/mgoEMp9.png)
Tank top

(https://i.imgur.com/Ajz4qiw.png)(https://i.imgur.com/WTd2gJl.png)(https://i.imgur.com/q03qMUf.png)
Hawaiian shirt

(https://i.imgur.com/totMgom.png)(https://i.imgur.com/AeXjwJt.png)(https://i.imgur.com/EgpyUYl.png)
Button shirt

New trousers:
(https://i.imgur.com/0a4yT6z.png)
ACU pants UCP

(https://i.imgur.com/xEHEQC6.png)
BDU pants D MARPAT

(https://i.imgur.com/bO06t31.png)
combat trousers D DPM

(https://i.imgur.com/aiqMT0q.png)
Jeans
She's got them apple bottom jeans, boots with the fur (with the fur). The whole colony lookin' at her (EYYY).

(https://i.imgur.com/W3knzmr.png)
Suit trousers

Jackets/Shell layer:
(https://i.imgur.com/Bh3Ajog.png)(https://i.imgur.com/jObkX80.png)(https://i.imgur.com/tnhbamv.png)
Suede Jacket

(https://i.imgur.com/3aFHEOy.png)(https://i.imgur.com/CHN5TMY.png)(https://i.imgur.com/3Ghqj1i.png)
Suit Jacket

(https://i.imgur.com/VlNdiRq.png)(https://i.imgur.com/dpZUFEE.png)(https://i.imgur.com/9sMDwXV.png)
Overcoat

(https://i.imgur.com/k9wGQHV.png)(https://i.imgur.com/WIE5cIJ.png)
Synergy 16" backpack
WENGER Synergy 16" laptop backpack, adds more diversity to the backpack looks other than tactical ones.

(https://i.imgur.com/pf457VX.jpg)



(https://i.imgur.com/NRWD2Dg.jpg)
Uncle Boris' - Used Furniture
- 3 new walls added
- Concertina wire fence and Chain-link fence added
- HESCO bastion returns

(https://i.imgur.com/lUbA8HB.jpg)




(https://i.imgur.com/7CRokXg.png)
Mod added: CPERS: Arrest Here!

- Mod allows you to arrest downed enemies (only working with enemies for now) without need of prison room
- Allows you to arrest escaping prisoners without having to down them first

(https://i.imgur.com/NiGtXga.jpg)




(https://i.imgur.com/u9AK1Dj.png)
(Covert art character for Rimmu-Nation²)

That's all folks, I'm typing less because I have to go and this update has taken me too long. It's been 4 weeks in the making since isolation and even then things are rough and some things aren't out yet.

Will work on Security mod next and whatever else content needing to be done. Long week this week, PT tommorrow for me at 0730 and you know how it is folks, stay safe and enjoy the update.

EDIT:

Finally I just wanna give a shout out to Morphium, Fiendakko, TMC, Erok, AOBA and DanDMan for their hard work helping with this update! Morphium especially for donating the riot suit so you guys can enjoy, cheerio!




Quote from: qux on July 03, 2021, 11:43:28 AM
Hi !
Have you planned to make boots, gloves, and maybe shields (with vanilla expanded framework) in the future ?

Gloves and boots as an optional mod, maybe yes. As for shields, I don't want to use VE framework cause I like to keep things as independent as possible, I'd honestly rather focus on other prospects than balancing or figuring out shields for now so it's unlikely I will work on it my friend.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on July 05, 2021, 05:59:26 PM
Rimmu-Nation² - Clothing, Security and CPERS: Arrest Here! updated
(https://i.imgur.com/W6kKwhA.jpg)
DOWNLOAD LINK (https://drive.google.com/drive/folders/14wJCJ3OfFEmGuxhBNqiM5WZ9FcSwLZNJ?usp=sharing)

Rimmu-Nation² - Clothing, Security
- Conflict fixes, removed duplicate vanilla .xml coding

CPERS: Arrest Here!
- Added cable-tie SFX SoundDef to prevent errors

Hey guys. As you can see in the blurry image above, this is the 1.3 update with the new apparel rendering system. All the hours of hard work on the HD apparel 512x512 pixel textures are now kaputt because this is the new rendering system.

Few things are broken, but considering I have to fix RH 1.2 as well, a lot of things are broken and I don't have a lot of time.

The new content addition will now be on hold, all progress on anything new for 1.2 are now on hold because we won't be on 1.2 for long, we will be at 1.3. I'll prioritise RH2 and do my best to update things but no promises lads, dont know the extent of the damage of the new update.

P.S. Pirates have pink logos now instead of red which makes me upset (cause they were red first, before those darn tribals) and faction coding may have been changed a lot which means I need to dive in rangers again. Bye all, will cancel on the new content for now so we can move on to 1.3.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on July 06, 2021, 09:46:01 AM
Yeah, will stick with 1.2 for at least 2 weeks+ after 1.3 release I guess, until mods are updatet for 1.3 and actually working/not breaking existing colonies.
But probably a good while longer, judging from previous update experience.
Great last update btw.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on July 07, 2021, 07:05:30 PM
1.3 Early Access updates

(https://i.imgur.com/E2Mo7ms.jpg)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods are ready to be used for v1.3 in the link above:
- Rimmu-Nation 2: Weapons
- Rimmu-Nation 2: Clothing
- Rimmu-Nation 2: Security
- Chicken Mitchell 2: Hairstyles
- Uncle Boris' - Used Furniture
- Randy Burgers: Food mod

NOTE: These will only work for 1.3 version of the game, the 1.2 link will be kept separate. Due to the unfinished nature of these mods and the extreme changes of some of the 1.3 features, I have decided against making the mods compatible for both versions due to time restriction.

Here's the situation lads, England just beat Denmark in the Euros today and I wasn't boozing with the other lads because 1. I wanted to be in bed and 2. I don't know how football works. In other news, Security mod has turrets and claymore disabled and Furniture mod has mission board disabled. Had no choice for now.

Turrets are somehow now invisible with the weapons not rendering on top, which means I have to rework that stuff. All the C# heavy mods are broken once loaded in-game when you start playing so all of that is out of the window for now, including the mission board.

Anything else in the list of updated mods are working fine according to my tests. The reason why our hair mod is yellow, is because right now I have left beards alone and haven't used the new tagging system 1.3 is using (they have soldier tag and moustaches etc.). Basically if your hair has a beard already, another beard will render above if your pawn happens to get another one from vanilla, and this means you have a gigabeard which isn't bad anyway cause it kinda blends in. I'm not in a position of luxury right now with time to filter through 81 hairs and split up the beards. I'm a bit proud we hit 81 hairs but darn if it isn't a kick in the balls that I have to rework them to this new beard system.

Anyways all, I have previews for the new walls coming later courtesy of AOBA for Uncle Boris' used furniture:

(https://i.imgur.com/SdVa2Iy.png)
HESCO embrasure
More accurately done in reference to actual embrasures I've seen US armed forces have in some of their HESCO. I think it's like this strong plastic that goes in between a cutout of the fabric to stop sand from covering the little square, enough room for your rifle or whatever to shoot out of. Wall is done in the standard vanilla wall resolution as the HESCO we already have, but AOBA does such a good job I didn't mind despite my desire to go HD.

(https://i.imgur.com/m5S9cKC.png)
Plywood walls
Thin and cheap wooden stuffable wall as we had them in 1.2.

(https://i.imgur.com/NN3w3xU.png)
Corrugated metal wall
Thin and cheap stuffable metal wall as we had them in 1.2, though stronger than plywood walls.

(https://i.imgur.com/rAMlBc8.png)
Bunker embrasure wall
Thick concrete walls, may make it stuffable for steel (simulating concrete) having a default cement colour, while also stuffable with stony materials. Was a lot more commonly seen in WWII and such.

(https://i.imgur.com/UftGFjI.png)
Czech Hedgehog
Another thing commonly seen in WWII, the hedgehog which you may have seen in movies or games involving D-Day. This should be strong enough to stop tanks from passing, not necessarily easy to destroy. I'll do my best to emulate that as a barricade.

Blast walls and etc. will return as walls instead of singular pillars later. There's more walls to come and more furniture later and yes, I wanna do doors that fit in the theme especially for the fences. For now, time for bed. See you later folks.




Quote from: Rocket_Raccoon on July 06, 2021, 09:46:01 AM
Yeah, will stick with 1.2 for at least 2 weeks+ after 1.3 release I guess, until mods are updatet for 1.3 and actually working/not breaking existing colonies.
But probably a good while longer, judging from previous update experience.
Great last update btw.

Thanks Racoon, what was your favourite part about it? I'm assuming its the AK 5C because you seem like a fellow who likes the exotic weapons you know. My least favourite part was when all of the apparel and hair textures ended up looking off in 1.3, that felt like a gut punch. I'm not feeling optimistic about the request I've made in the ideas subforum, I can see it not getting an official response like every other idea, but hopefully it's been seen and considered.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on July 09, 2021, 12:29:43 PM
True, I like the ak5c.
But I would say from the latest weapons update  wa 2k, c8 cqb and lee enfield mk3.
L85a2 as depicted  in your mod is an all time favorite, no matter the game.

What request are you referring to?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on July 17, 2021, 02:56:48 PM
(https://i.imgur.com/kBJaqeM.png)

With the world's best and brightest failing to defend against the mechanoid threat, a plan B to evacuate all of Earth's remaining people began. Reverse engineered space flight technology was used to find a new world. Plans to colonize and rebuild what was lost kicked off immediately, but someone had to draw the short straw and land boots first in order for the rest of the survivors to get a clear picture of what's on the ground.

(https://i.imgur.com/HKZqBHX.png)
Lt. Col. Colbourne

One Leftenant Colonel Coulbourne, awarded with the Victoria Cross during the mechanoid invasion founded 27 Expeditionary Force, a joint effort consisting of Force Recon, MARSOC and other multi-national forces trained in reconnaissance and unconventional warfare. Their job is to gather intelligence of the hostile forces and local populations before refugees can begin to settle in this brave new rimworld.

(https://i.imgur.com/d3Lxvlw.png)
Calling card of the unit, 2-7 is the worst playing hand in Texas Hold Em' Poker.

After much sacrifice and pioneering the way for other Coalition forces to begin their separate operations, leadership quickly fell apart. A scandal broke out regarding most of the remaining world leaders striking a deal with the Fallen Empire to give them and their families refuge and a life of luxury in exchange of having thousands of refugees from their own nations as slaves. The deal was signed under the guise of relations with the faction. From there all remaining military forces including 27 have struggled to continue and finish their mission due to contradicting orders and lack of firm leadership. Some refugees have since joined outlander factions and pirate bands in the hopes of finding a new life for themselves, losing faith in their own rulers.

(https://i.imgur.com/YPBWmfI.png)
27 logo, consisting of the Force Recon wings, Commando dagger and MARSOC raider insignia.

27 Expeditionary Force has controversially been known to have begun recruiting outside of the ranks of enlisted Coalition forces, it is said by Lt. Col. Colbourne during an interview with Daily Muffalo "If they're looking for a scrap with people shooting at us, then I'll buy them a pint and we can all slap each other in the bum." continuing on and stating that trusted combatants and militia forces can become officially attached to the unit under his command. Some see this as uneasy signs of the unit potentially having a mind of it's own, perhaps going rogue, while others see it as a necessary way of progressing and getting the job done.

After the arrival of 27 Expeditionary Force, other infamous units such as Task Force 141 followed in an attempt to destabilize and take down undesirable faction leaders. Unfortunately due to the mission taking too long to complete, the world's refugee ships have begun losing the necessary supplies and fuel to keep their life support systems up, causing the armed forces personnel to carry on their mission as their own people choose to either go astray or join their ranks, causing further delay due to focus shifting on training these individuals for the job.




Hey folks, just wrote up the lore and some worldbuilding art for this upcoming "27" faction. It's "two seven" by the way, not "twenty seven". Taranchuk has fixed all C#, I'm still waiting for TMC, fiendakko and AOBA to finish their July commissions. I have exercise in 2 weeks and obviously a lot on my plate for 1.3 fixes.

I will finish this expeditionary force faction cause it's a simpler faction than rangers, excluding the shared capabilities of enlisting with them and doing other activities, then I can remodel the code of the rangers after the 1.3 way of how it's done.

I have two weapons for the faction in progress here:

(https://i.imgur.com/WUQxwMl.png)
M4 SOPMOD II

(https://i.imgur.com/sWiWlTp.png)
M40A3

for other planned weapons I will try to keep them as unique as possible so I can still go ahead with the other factions using different weapons. Unsure if I can make it work as part of rimmu-nation or if they have to be separate from now on. For now I will keep them separate.




Quote from: Rocket_Raccoon on July 09, 2021, 12:29:43 PM
True, I like the ak5c.
But I would say from the latest weapons update  wa 2k, c8 cqb and lee enfield mk3.
L85a2 as depicted  in your mod is an all time favorite, no matter the game.

What request are you referring to?

https://ludeon.com/forums/index.php?topic=54427.0

This request. Has honestly demotivated me to bother with quality and do any more apparel, makes me wonder if I should carry on modding in the first place if the game will not even let people see what I'm busting my ass over. I'm very annoyed by it the longer it goes on, even if other mods have fixed it I was hoping it'd be part of the base game.

Anyway I'm gonna get back to finishing the WIP textures of the weapons and whatever. Have a long month ahead due to the exercise, gonna be a week long, minus Friday and I can't say I'm ready for it but we never are. Ciao folks, see you in a bit
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on July 18, 2021, 07:34:06 PM
Happy 00:00 Monday all. Been a rough month for me, just been mentally demanding trying to prepare myself for unit duty while I'm barely catching up to the boys in PT here in trade course. My side hobby of RimWorld has become a chore instead of a place of refuge and relaxation too due to the 1.3 update, feeling some pressure and generally unhappy with the default changes affecting apparel.

Enough complaining however, gonna show you guys some up and coming new stuff that didn't make it in the last update but will arrive after the next updates come along.

[RH2] Faction: 27 Expeditionary Force (WIP)

Apparel so far had been done by Fiendakko since before 1.3 update, was in the works. Having help really lessened the impact of me doing more uniforms, but it's still gonna take me ages.

(https://i.imgur.com/ADo02Bm.png)
Flyye Force Recon Armor Vest
Will be used by the Force Recon units with their woodland MARPAT outfit + MICH helmet. Potentially also used by MARSOC.

(https://i.imgur.com/5kyOeZV.png)
Crye AVS chest rig
Will be used by the multi-national forces with the Crye AVS Body armor. The idea is some gucci uniform for a mixture of forces from around the world, instead of different uniforms for each one being a pain in the butt.

(https://i.imgur.com/etultqk.png)
Camelbak M.U.L.E. Multicam

(https://i.imgur.com/qkTefQa.png)
Camelbak Squadbak
Used by the Force Recon units and MARSOC potentially, randomized lightweight packs.

Planned apparel:
- Crye AVS Body armor
- M81 Woodland uniform set (UBAC)
- Woodland MARPAT set (UBAC)
- Crye G3 uniform set (Multicam)
- softshell jacket (yet to find a brand)

Shell
- Smock in multicam (yet to find a brand)

Backpack
- Crye AVS 1,000 backpack

Headgear
- black sunglasses (yet to find a brand)
- combat goggles (yet to find a brand)
- MICH (FORECON)
- FAST helmet (Multicam)

Weapons:
(https://i.imgur.com/geAbPEd.png)
M4 SOPMOD II
Used by the infantry forces in general, there's gonna be no SMGs or other types of generic pawn small arms besides this rifle.

(https://i.imgur.com/GXVEFrd.png)
M40A3
Used by the sniper units, will be Force Recon snipers. It's an outdated sniper rifle, as opposed to the M40A7 or even the A5 in Rimmu-Nation but it'll do the job.

(https://i.imgur.com/ymaKCaH.png)
Remington R10
A Designated Marksman Rifle for the expeditionary force, reserving the issue ones for the other factions later.

(https://i.imgur.com/vH6Kul2.png)
KAC LAMG (WIP)
Needed a machinegun, still have this general issue of not wanting to duplicate weapons anymore, and not wanting dependancy on rimmu-nation. Had to choose weapons carefully.

Those are all the planned faction weapons, no other new ones planned. The M4 SOPMOD II and M40A3 are both old issue stuff during War in Afhanistan and etc. being phased out with different new and more ally stuff (unsure if this is the case for SOPMOD II), but they will fit the faction cause I don't want to put my best cards down yet. It's just a warmup for the others. The R10 and LAMG were weapons I weren't planning on doing anyway, but they needed a DMR and a machinegun, so I chose these two, both chambered in 7.62 NATO.

I do plan for you to be able to enlist in the Expeditionary Force, but I am unsure of how it can be done. I intend for that to be difficult. Unfortunately we don't have a simplified system of an actual recruitment phase with some simulation of special forces selection failing/succeeding this so I can't just put that in. I may just base it on your relations with the faction, but I'll think about expanding on it later.



Uncle Boris' - Used Furniture
Textures done by SirLalaPyon

(https://i.imgur.com/Q1Zcasx.png)(https://i.imgur.com/0UOTN0O.png)(https://i.imgur.com/7httG2b.png)
SLA Double bed
Single Living Accomodation double bed, similar to the bed I've seen in my isolation (We got sent to a block usually reserved for Corporals). Was not a freaking fun time, but the bed was the biggest I've gotten to sleep in that was under my name. I may change the name later.

(https://i.imgur.com/qo75msi.png)(https://i.imgur.com/CuNkoY4.png)(https://i.imgur.com/3Qjt7xg.png)
SLA Wardrobe
Gonna work like the dresser with a bigger comfort bonus.

(https://i.imgur.com/G03ovLs.png)(https://i.imgur.com/e8XeILq.png)(https://i.imgur.com/fuTSJlF.png)
SLA End table
Epic end table that will have a lamp. Has masking to keep that book's colour. I intended it to be a Bible cause I love Bibles and wanted a motel feeling, but it's obviously just a generic looking book instead so we can pretend it's whatever you want. It could be the Art of War written by JJ Abrams if you prefer that.

Wall art done by AOBA

(https://i.imgur.com/pMgEITi.png)
Knife rest barricade
Wanted this as a barricade like the hedgehog, but instead it's gonna be a wall just like how they were used during WWI in the Allied trenches. We still use them today, and it's a pain in the butt to make them, cause they still make us engineers make them and they have to look pretty good on exercise. Imagine it's pitch black dark, you're in a makeshift FOB with HESCO walls and all the squaddies sleeping, some on sentry while you're using some thick PPE gloves getting cut by barbed wire cause you have to make the flippin' knife rest. That was me with the boys.

(https://i.imgur.com/XfRyaNo.png)
Blast wall barrier
No longer a single building, again, gonna be a wall.



Rimmu-Nation² - Clothing

Apparel done by TMC

(https://i.imgur.com/dlrepjY.png)(https://i.imgur.com/cLn3Awn.png)(https://i.imgur.com/GleK20M.png)(https://i.imgur.com/ndMlPWv.png)
Arktis Tactical Vest

(https://i.imgur.com/YY7Iz9v.png)(https://i.imgur.com/SeDUmHY.png)(https://i.imgur.com/EIBNQdP.png)
Bristol Body Armor

This is the body armor set intended to go with the S6 NBC Respirator, the full Operation Nimrod set. The Bristol Body Armor would go under the Arktis Tactical Vest.

Apparel done by Fiendakko:

(https://i.imgur.com/aPaDR6S.png)

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

Fienadkko made two variants of black Police belts for you Police enthusiasts. One with a radio! Would go well with your RPD or STARS roleplay, or just flippin pretending you're a military police federale in general. I'm yet to get back from him what the names are of these, cause I always name them after brands in order to have multiple variants. He also says he's gonna do uniforms, and I know a few of you have asked me in PM for that, so stay tuned. He's willingly offered without being commissioned cause he loves you guys that much.

That's all fellas, gonna go off to bed. After July I have an exercise and then I'll have time off with the family. I am confident mods will progress by then, right now due to a transition with the 1.3 and business with military life everything is slowing down hard. It's not helping that I'm struggling mentally.

Ciao Mickey Mouse, see you all in a bit with updates
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: qux on July 21, 2021, 10:34:38 AM
Hi ! what change in the code of apparels in the 1.3 ?
Thanks again for your work, can I help you with the new beards system ? If you want I think I can make that (separate the beards of the hair from your textures and create the new code for the beards)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: finativethefreak on July 22, 2021, 01:23:59 PM
Just bought you a coffee after reading your post ;)
(Was wondering why you hide your profile on Steam Workshop and saw your update here.)

Just want to let you know I share that pain even just as a mod-user. I returned from a hellish work schedule recently and want to unwind with some RimWorld, only to find 1.3 and Ideology stopping me from enjoying the modlist that I've spent weeks curating and play-testing. :(

Anyway, take your time with the development and good luck with unit duty.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on July 25, 2021, 01:31:02 AM
1.3 updates

(https://i.imgur.com/kCxBn42.gif)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- Rimmu-Nation² - Security
- Uncle Boris' - Used Furniture
- Hand-To-Hand
- CPERs - Arrest Here!
- BCDs - First Aid
- BCDs - CASEVAC

(https://i.imgur.com/x7FneUb.png)

Hey all, decided to release Hand-To-Hand on Steam. May just go for releasing most of the RH2 stuff without completing them 100% or the trailer, running out of time sadly. Busy day Monday so I'll keep this short cause one mod has cost me all my Sunday sleep and I'm not even packed for Monday inspection and moving yet.

(https://i.imgur.com/LuNZvqL.gif)
- Uncle Boris' Furniture has been updated with new joy buildings, forgot to test the mission board but as far as I am aware everything works. Haven't added the new bed and walls yet, been spending the time on troubleshooting and these new recreation items coded by Taranchuk.
(https://i.imgur.com/bYESLfK.png)
(https://i.imgur.com/YPzgbaE.png)
- Rimmu-Nation² - Security has all of it's original security buildings back, all turrets, IEDs and claymore working thanks to Taranchuk.

- All C# heavy mods such as Rimdeed and etc are back.

(https://i.imgur.com/c91Q02P.jpg)
Rimdeed 1.3 Changes:
- Mod is now compatible with 1.3 version
- Gold package now delivers new applicants the same day
- Gold package only sends one notification letter
- Other packages delivers new applicants the next day
- 10% chance of applicants posing incorrectly for their CV photo, facing the wrong way

That's all from me, here's Hand-To-Hand's steam page:
https://steamcommunity.com/sharedfiles/filedetails/?id=2556532381


Quote from: qux on July 21, 2021, 10:34:38 AM
Hi ! what change in the code of apparels in the 1.3 ?
Thanks again for your work, can I help you with the new beards system ? If you want I think I can make that (separate the beards of the hair from your textures and create the new code for the beards)

Hello, unsure my friend. I don't remember well and I am very dizzy at the moment from exhaustion so that isn't helping. I would be looking forward to the beards soon also if it wasn't so tedious, but we'll get there

Quote from: finativethefreak on July 22, 2021, 01:23:59 PM
Just bought you a coffee after reading your post ;)
(Was wondering why you hide your profile on Steam Workshop and saw your update here.)

Just want to let you know I share that pain even just as a mod-user. I returned from a hellish work schedule recently and want to unwind with some RimWorld, only to find 1.3 and Ideology stopping me from enjoying the modlist that I've spent weeks curating and play-testing. :(

Anyway, take your time with the development and good luck with unit duty.


Thanks bro! Highly appreciate the kind donation, they go to these mods or the lovely scoffhouse with their sausages and whatnot. All the mods for RH2 should now be up to date with no missing features.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on July 25, 2021, 04:09:10 AM
Wau nice new things ! :-)
Is the first picture hand or football ? I think for football the distance is too close or the basketball to far away.
Or change the the football into a goal wall shooting target (closed goal with just hole top left, down right).

For the basketball, maybe an animation of the pawn dribbel moving toward the basket would be a nice addition. Similar for the football, he will move from 1-2 tile's away toward the ball to shoot.
But i don't think you can do that with XML, and i don't want you to hire a codder for that.



Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on July 25, 2021, 08:42:18 AM
1.3 Updates 2

(https://i.imgur.com/IEloSEa.jpg)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- Rimmu-Nation² - Clothing
- Uncle Boris' - Used Furniture
- Hand-To-Hand

In a rush, still not back in camp. Finished some things that took way too long to fix.

Uncle Boris' - Used Furniture now has new doors:
(https://i.imgur.com/6HYO8RQ.png) (https://i.imgur.com/kacRWXF.png)

Armored Door and Chainlink Gate.

Added these walls:
(https://i.imgur.com/11jIvpF.png)
- HESCO Embrasure
- Corrugated sheet wall
- Plywood wall

So all the classic walls have returned.

Still yet to add:
- Concrete barrier
- Concrete blast wall
- Knife rest

Rimmu-Nation² - Clothing
- Fixed errors with Condor Recon chest rig

Hand-To-Hand
- Added 1.2 compatibility for 1.3 version.

I have to go lads, can't talk much. Got sucked into updating again, hope I make it for preparing for tommorrow.

Quote from: Canute on July 25, 2021, 04:09:10 AM
Wau nice new things ! :-)
Is the first picture hand or football ? I think for football the distance is too close or the basketball to far away.
Or change the the football into a goal wall shooting target (closed goal with just hole top left, down right).

For the basketball, maybe an animation of the pawn dribbel moving toward the basket would be a nice addition. Similar for the football, he will move from 1-2 tile's away toward the ball to shoot.
But i don't think you can do that with XML, and i don't want you to hire a codder for that.

Hey Canute! Yeah sadly that takes a bit more from Taranchuk now, gonna have to prioritise other things. It's pouring out raining and I'll miss my train, see you later alligator!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: qux on July 25, 2021, 09:20:04 AM
soooooooo good!!!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: danielyan on July 25, 2021, 10:38:12 AM
Does any of the mods work with combat extended?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: foxr3y on July 25, 2021, 12:10:44 PM
Awesome! I really love your mods. Thanks for updating it to 1.3! I've been really waiting for this, now I can play with cool guns and uniforms  8)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on July 25, 2021, 12:24:55 PM
Yaay!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on July 25, 2021, 04:16:37 PM
1.3 Updates 3

(https://i.imgur.com/k4s3qnK.gif)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- Uncle Boris' - Used Furniture
- Hand-To-Hand

TV Building art done by DanDMan68

Uncle Boris' - Used Furniture
(https://i.imgur.com/M9bAwZG.png)(https://i.imgur.com/nipCD6c.png)(https://i.imgur.com/V2rqpxq.png)
Xbox 360 gaming console

Dan was doing this on my way back to camp. Threw in another update before monday, haven't packed my stuff yet so I will now. Things took longer to fix as they always do.

Console has a viewing radius of the megascreen but needs manipulation to use. Not recommended for pawns who don't have working hands in the hospital

(https://i.imgur.com/2SjHOc9.png)
Xbox 360 controller mote effect (renders when pawn uses the console)

I did this mote effecter when the console is being used, your pawns will have a little controller to use. Please let me know if you guys think the scale of it is too big or whatever.

- Fixed our modded TVs not working for patients in hospitals
- Fixed Panasonic LCD TV not using flatscreen research
- DanDMan68 added to credits

Hand-To-Hand
- Autocasting from NPCs are on by default again (can be changed in mod settings)

Off to the weekdays my friends, see you next time.




Quote from: qux on July 25, 2021, 09:20:04 AM
soooooooo good!!!

Cheers brova

Quote from: danielyan on July 25, 2021, 10:38:12 AM
Does any of the mods work with combat extended?


Maybe the Uncle Boris' - Used Furniture mod, BCD and CPers mod, everything else? Most likely not.

Quote from: foxr3y on July 25, 2021, 12:10:44 PM
Awesome! I really love your mods. Thanks for updating it to 1.3! I've been really waiting for this, now I can play with cool guns and uniforms  8)

Cheers Foxr3y!

Quote from: Skynert on July 25, 2021, 12:24:55 PM
Yaay!

GOAL GOAL GOOOALL!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Canute on July 25, 2021, 04:36:08 PM
QuoteXbox 360 gaming console
Didn't you mean C(hicken)box 360 ? :-)
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Difictly on July 26, 2021, 04:32:12 PM
Quote from: Chicken Plucker on July 25, 2021, 08:42:18 AM
The following mods have been updated:
- Rimmu-Nation² - Clothing

Hey, I was wondering if I could create a CE patch for Rimmu-Nation² - Clothing, do I have your permission?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: 0Jhon-wick0 on July 27, 2021, 05:39:44 AM
Hi chicken
Sapper, my friends and I really like your mods and it's almost useless to play rimworld without them, we are brazilians me and my friends would like you to put (if possible) some content based on brazilians. Former Amazon and Caatinga divisions (arid and desert biome), Taurus and Imbel weapons, and special forces such as BOPE, PARA-SAR and COMANDOS. There are some private organizations like Aquila International. we really like your work we will try to send you donations thank you !!!
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: asdarta on July 27, 2021, 07:34:06 PM
Quote from: Difictly on July 26, 2021, 04:32:12 PM
Quote from: Chicken Plucker on July 25, 2021, 08:42:18 AM
The following mods have been updated:
- Rimmu-Nation² - Clothing

Hey, I was wondering if I could create a CE patch for Rimmu-Nation² - Clothing, do I have your permission?

I really hope someone could make a patch for this for CE. I desperately need both mods for my playthrough. I can survive without the guns. But not without the uniforms. It can be real cold out in the rim without anything to wear.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: qux on July 29, 2021, 01:05:03 PM
Hi ! about your first aid's mod, is it the same like new vanilla 1.3 mechanic ?
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: SteelTitan on August 01, 2021, 06:03:23 PM
I just want to say that your mods are some of my favourite for Rimworld, and I wanted to thank you for all the hard work you put into them.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on August 01, 2021, 08:34:20 PM
(https://i.imgur.com/n6Yu5zb.png)

1.3 Updates IV

(https://i.imgur.com/WtUbJmp.png)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- ALL mods except Rimdeed and Randy Burgers mod.

Guys I'm awfully out of time as it is, still not fully packed for exercise and prioritized these mods for steam release over sleep. Gonna regret it tommorrow.

(https://i.imgur.com/HyXBpcZ.gif)

Here's the rundown:
- All furniture pending to be added for Uncle Boris is now here, i.e. Walls and new beds etc.

(https://i.imgur.com/mkH7WRr.gif)
- All beards and moustaches separated for Chicken Mitchell 2 1.3 version.
- 3 new beards, Stone Cold, Kratos and Delta.

(https://i.imgur.com/SiLyLoU.gif)
- 1.2 support added for all 1.3 mods (EXCEPT for Uncle Boris' Used Furniture)
- People properly credited in descriptions
- MD97 Brazilian made rifle added for RN2 Weapons
- All un-added apparel except for police uniforms, hats and pants added for RN2 Clothing

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

I'll be away 02 AUG to 05 AUG for exercise green sapper, won't be able to respond to you guys then.

(https://i.imgur.com/ge7CYmb.png)

Gonna quickly respond to you lads and then finish the last detail before sleep

EDIT: HOTFIX for GP5 missing south texture



@Dificlty - Spoke to you in PM my friend, will be away for a week. Hope you keep in touch, feel free to lemme know if anything!

@0Jhon-wick0 - Hey there! I added the MD97 rifle for you, had too little time to add anything else for now. Hope that was something. Commissioned Fiendakko to do it, special thanks to him!

@adarta - Me too my friend, cheers

@qux - Yes but it's 200% faster with -25% tend quality depending on medical skill

@SteelTitan - Cheers, welcome to the forums!

Gotta go folks, no joke. Still doing freaking previews for Uncle Boris on steam.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on August 02, 2021, 03:57:20 AM
Thank you. Now my mod list is complete
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on August 03, 2021, 04:19:05 PM
Now I didn't check in here for a lot of time since my computer went boom, glad to see there's a lot of new stuff since then. Especially glad for hawaiian shirt, that's among the things I actually feel something about. Cheers.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on August 09, 2021, 09:49:11 PM
1.3 Updates V

(https://i.imgur.com/k92ejxu.png)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- Rimmu-Nation² - Clothing
- Rimmu-Nation² - Weapons
- Rimmu-Nation² - Security
- Chicken Mitchell² - Hairstyles
- Uncle Boris' - Used Furniture


(https://i.imgur.com/Vkd4MuQ.png)
Uncle Boris' - Used Furniture
- About.xml description tweaks
- Plywood wall HP nerf to 80

Rimmu-Nation² - Weapons
(https://i.imgur.com/2qog3pk.png)
- Ksp 58B weapontag corrected
- Bug fixes with cost for the melee weapons, stuffable weapons not being craftable

Note to self: Missing Hanzo katana to be fixed later

Rimmu-Nation² - Clothing
(https://i.imgur.com/z1FDQuB.png)
- GP5 texture missing fixed
- Balaclava spawn rate lowered to 10% for NPC
- Display texture for dropped apparel fixed to be a proper display icon

Rimmu-Nation² - Security
(https://i.imgur.com/di7kjtS.png)
- About.xml properly credits Taranchuk

- Chicken Mitchell² - Hairstyles
(https://i.imgur.com/AtZSyQv.png)
- [RH2] tags removed for all hair labels to better blend in with vanilla
- Certain tribal style hairs tagged for punk to also spawn with pirate ideology

(https://i.imgur.com/f9n2wEx.png)

Made all these crazy previews for the Steam release, Not finished yet since I am yet to showcase Uncle Boris furnitures and label them. See you all later with new stuff, I'm on leave so I should get more rest than this.

Finished my exercise, I summarize it with the word "mountain" and it was crossed. Flippin went in first day, slept at 3:30AM uploading my mods for Steam and the next following days were just an absolute physical and mental beating. Anyways, been practicing character art with the previews, still trying to get the hang of drawing females. Guys, I'm going to bed.




Quote from: Skynert on August 02, 2021, 03:57:20 AM
Thank you. Now my mod list is complete

awh heck Skynert, not till we get back the rangers

Quote from: MrBriggs18 on August 03, 2021, 04:19:05 PM
Now I didn't check in here for a lot of time since my computer went boom, glad to see there's a lot of new stuff since then. Especially glad for hawaiian shirt, that's among the things I actually feel something about. Cheers.

Yeah for some reason the simple plant patterns makes it. Also reminds me of Tommy Vercetti from GTA Vice City when it's Synthread
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on August 10, 2021, 05:06:26 PM
Tommy's my primary association with that one. One of the first games I had and so on. Rest well, if you can.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Tolarean on August 12, 2021, 07:14:41 AM
Hello, I have noticed something weird with the apparel mod.
It does not allow me to wear ballistic glasses along with a helmet that does not cover eyes. Be it a vanilla helmet or one from the apparel mod.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on August 12, 2021, 07:56:18 PM
Rimmu-Nation² - Clothing 1.3 updated

(https://i.imgur.com/on6ccxs.png)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- Rimmu-Nation² - Clothing

Rimmu-Nation² - Clothing
(https://i.imgur.com/u2Hj5Gz.png)
- Eyewear fixes
- Hoodie texture moved




Just did a quick update for this. Been spending time on new weapons and new hairs, too tired to talk. Special thanks to qux for pointing out a lot of issues and Tony Redgrave for the eyewear report. Had no other artwork or screenshots so I left the BCD Booklet and CPERs card instead from the mods  8) 8)

Quote from: Tolarean on August 12, 2021, 07:14:41 AM
Hello, I have noticed something weird with the apparel mod.
It does not allow me to wear ballistic glasses along with a helmet that does not cover eyes. Be it a vanilla helmet or one from the apparel mod.

Yes, it was pointed out to me in Steam. This is due to the new update for 1.3, I'm happy someone told me so thanks. It's fixed in the next update

Quote from: MrBriggs18 on August 10, 2021, 05:06:26 PM
Tommy's my primary association with that one. One of the first games I had and so on. Rest well, if you can.

I'll try bro
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on August 16, 2021, 12:09:40 AM
[RH2] VOID Storyteller added
Chicken Mitchell² 1.3 updated, version fixes
(https://i.imgur.com/co4WcR5.png)

GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:

(https://i.imgur.com/pdv3Q6u.png)
- VOID Storyteller
- 1.3 update for The VOID Storyteller, comes with new artwork for the character and new descriptions.
- Difficulty slightly increased.

- Chicken Mitchell² - Hairstyles
- Loadfolders fix for 1.1 and 1.2 version, mod will no longer boot 1.3 folder for the older versions.
Title: Re: [1.2] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on August 21, 2021, 10:16:21 PM
1.3 updates "Season 8, feels late"

(https://i.imgur.com/IHTF1Mg.jpg)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- Rimmu-Nation² - Weapons
- Chicken Mitchell² - Hairstyles
- Randy Burgers - Fast Food Set
- BCD: First Aid
- Hand to Hand
- VOID Storyteller

Chicken Mitchell² - Hairstyles
(https://i.imgur.com/SNTOEmz.png)(https://i.imgur.com/lwZY7z1.png)(https://i.imgur.com/1NcTQNu.png)
(https://i.imgur.com/4n8oWmL.png)(https://i.imgur.com/r8rPflW.png)
- Carlos hairstyle + facial hair from Resident Evil 3 remake added
(https://i.imgur.com/HyMcftu.png)(https://i.imgur.com/vBkjPF6.png)(https://i.imgur.com/7NEsjKL.png)
- Stiglitz hairstyle from Inglorious Basterds added
(https://i.imgur.com/AQJ1RpY.png)(https://i.imgur.com/R8uWRYJ.png)(https://i.imgur.com/53uQ3Eo.png)
- Solid Snake hairstyle from Metal Gear Solid added
(https://i.imgur.com/UYDuIri.png)(https://i.imgur.com/8V1tVib.png)(https://i.imgur.com/j9WjIGN.png)
- Sheva hairstyle from Resident Evil 5 added

- Old version fixes for compatibility

Note: 1.2 version and below do not get the new hairstyles.


Rimmu-Nation² - Weapons
(https://i.imgur.com/Ocl8ZR3.jpg)
- Tag name fixes
- Hanzo Katana added
- Vanilla Expanded Framework patches, Special thanks to qux

New weapons added:
(https://i.imgur.com/ttpUg7J.png)
- Desert Eagle
(https://i.imgur.com/Q8iK3Sm.png)
- PT92 SF
(https://i.imgur.com/kY62AxI.png)
- M1014
(https://i.imgur.com/ug6Omee.png)
- PP-19 Bizon
(https://i.imgur.com/gXcOlpP.png)
- AK103
(https://i.imgur.com/ckkMBq9.png)
- FB Beryl
(https://i.imgur.com/0GIbXoD.png)
- R1 Para
(https://i.imgur.com/GaMkTUV.png)
- FN FAL
(https://i.imgur.com/TLGPDQ0.png)
- Romat FAL

Special thanks to Fiendakko for doing FB Beryl, PT92 SF and the AK103

VOID Storyteller
(https://i.imgur.com/gBpDJk7.jpg)
- Big threat interval fixed to be like the classic version.

Randy Burgers
- Errors removed for jobdef caused by old core 1.2 files leftover by accident

BCD: First Aid
- Set job description to "performing first aid" rather than "doing something"

Hand-To-Hand
- Mod option to allow non-humanlike to autocast added (Note: pointless if non-humanlike has no skill stat)
- Mod option to allow targetting animals and mechanoids added
- Failed ability cooldown now takes twice the time of a successful ability cooldown
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on August 22, 2021, 05:36:55 AM
Thanks. My cartel boss needed this Desert Eagle
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on August 23, 2021, 12:24:42 PM
Rimmu-Nation² - Security 1.3 update

(https://i.imgur.com/ck7fv5y.gif)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- Rimmu-Nation² - Security

Rimmu-Nation² - Security
- Anaesthetic.dll causing errors removed
- Removed duplicate sound folders for 1.2 and 1.3




Quote from: Skynert on August 22, 2021, 05:36:55 AM
Thanks. My cartel boss needed this Desert Eagle

Come on mang, joo got a lotta bols to yoos a desert eegol mang.

I apologize in advance
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: MrBriggs18 on August 23, 2021, 01:50:04 PM
For a moment I thought that Snake is actually shooting those explosives and failing miserably.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on August 30, 2021, 07:39:14 PM
Rangers 1.3 update

(https://i.imgur.com/Udh2uHd.png)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- Faction: Rangers
"The boys are back in town!"
- Rangers now have an ideology
- Story tweaked to be shorter
- Other 1.3 fixes

(https://i.imgur.com/wQJozyg.jpg)
BCD - CASEVAC
- Can now CASEVAC enemies, will turn them prisoner upon rescue
BCD - First Aid
- Cannot perform first aid on mechanoids anymore
Rimdeed - Pawn Recruitment
- Applicants no longer face backwards in their application photo
Hand-To-Hand
- Sounds are no longer onCamera. Update only applies for 1.3 version.

Updates by Taranchuk

It's late, any issues will be looked into with rangers later. Gotta go folks.



Quote from: MrBriggs18 on August 23, 2021, 01:50:04 PM
For a moment I thought that Snake is actually shooting those explosives and failing miserably.

Nah man, he's Snake. He's a legend, a myth. I heard he single handedly took down Big Boss back in Zanzibarland
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on August 31, 2021, 04:30:39 AM
No Steam version?
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on September 01, 2021, 05:48:07 PM
Rangers 1.3 update

(https://i.imgur.com/nrE2J1q.jpg)
GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)
The following mods have been updated:
- Faction: Rangers
- Unlimited provisions issue fixed
- Intended interval set to x2 provisions per day.




Quote from: Skynert on August 31, 2021, 04:30:39 AM
No Steam version?

Because it's not ready. It takes time to polish everything, it took me 4AM on a day before an exercise to prepare previews for the other mods so I'm not gonna rush this one cause my current top priority is the gym, queen, country and making her majesty proud.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: NPC_CONSCRIPT on September 07, 2021, 03:25:03 PM
Hey, are we going to have allegiance TF141 and some other factions make a come back in 1.3 or will you either leave them to die or just update their compat to 1.3?
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: GoldenLizard on September 09, 2021, 06:58:38 PM
こんにちは ! I am making a mod with tank-mechanoids. Can I borrow your code and edit it to be unique for my mod and to avoid future conflicts?
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on September 12, 2021, 07:59:23 PM
(https://i.imgur.com/pN6T66O.png) (https://www.youtube.com/watch?v=o4L1WcnUZa4&ab_channel=Wetcat)

(https://i.imgur.com/2IYI8ok.png) (https://www.youtube.com/watch?v=u0jq42xgTzo&ab_channel=NaKash)


(https://i.imgur.com/u5UZp4H.png) (https://www.youtube.com/watch?v=sVogHPVlgPw&ab_channel=AFGuidesHD)



Task Force 141
(https://i.imgur.com/kyfMZfT.png)
Work in progress:

Apparel:
(https://i.imgur.com/Cp4ypaA.png)(https://i.imgur.com/8MUazah.png)(https://i.imgur.com/K89IvQP.png)
141 Fleece Jacket

(https://i.imgur.com/Mj7I6Sp.png)
Crye G3 Field Pants (Arid MultiCam)

(https://i.imgur.com/b18qgRT.png)
"Webbing A" (Artwork by Fiendakko)

(https://i.imgur.com/jEM3j9D.png)
"Webbing B" (Artwork by Fiendakko)

Weapons:
(https://i.imgur.com/H2OYyHn.png)
M4A1 Task Force
Description: Will be the main weapon for Task Force 141 pawntypes. May not include variants of the MP5 and UMP for the faction and just minimise the need to make more weapons due to budget and time constraints. Design is taken from the Modern Warfare 2 game.

(https://i.imgur.com/4oh7z87.png)
FN Minimi 7.62 (Artwork by: Erok)
Description: Minimi chambered in 7.62 to fill the general purpose machinegun role

(https://i.imgur.com/92X5rpT.png)
RSASS (Artwork by: Erok)
Description: Marksman rifle for Task Force 141 sharpshooter pawntypes

(https://i.imgur.com/Um9upc4.png)
THOR M408 (Artwork by: Erok)
Description: Upgraded version of Intervention, made with a longer barrel intended to go even further than the original design it is derived from.



Quote from: NPC_CONSCRIPT on September 07, 2021, 03:25:03 PM
Hey, are we going to have allegiance TF141 and some other factions make a come back in 1.3 or will you either leave them to die or just update their compat to 1.3?

Quote from: Chicken Plucker on February 13, 2021, 09:46:24 PM
The goal of these mod series is to remaster all of Project: Red Horse. Hopefully improve coding, declutter and textures to "resemble" vanilla closer. Can't make promises but I'll try.

The answer is in the first post. The real question I think people want to ask is, are we gonna get them back soon?

These mods take time to make, they cost money to make. This month I've paid Taranchuk and Erok almost 200 USD in total for C# coding fixes thanks to the 1.3 fallout and Task Force 141 weapon art. I will owe Fiendakko more money when he's done doing their webbing. If I don't hire these people to help me make these mods, nothing will be made because of my current career requiring more of my focus than RimWorld.

All the hours and money I could be saving, spent trying to progress these mods which are now being done in higher quality one step at a time, only for the developer to destroy all progress with new updates for the game, combined with pressure from mod users to fix this, fix that or update this and update that? It can be a bit overwhelming.

The mods are planned to be remade, I've said so already in mod collections on Steam and the front page of this post. What I can't do is make things go faster, nor do I want to since I cannot prioritize my welfare for this game any more than I am. They will be done in a certain order and they will take time. It can go on for 2 years till they're all back, and if it takes that long or if I decide to retire modding before I finish them then so be it.

Disclaimer: I'm not having a go at you personally, I've been asked the question multiple times and some a lot less polite than this so what I just wrote above hopefully explains all of it since some ask me what you've asked, when what they really want to know is if the mods will be back tommorrow, this month, this year or etc.

All the ranting and moaning aside, 141 happens to be the current mod I'm working on since progress began during the time Rangers faction was made (Posted some pages back) and I'm picking up where I left off.

Quote from: GoldenLizard on September 09, 2021, 06:58:38 PM
こんにちは ! I am making a mod with tank-mechanoids. Can I borrow your code and edit it to be unique for my mod and to avoid future conflicts?

Spoke to you in Discord. I'll re-explain what we discussed for the benefit of those interested in reading.

It's a code broken by the base game. Mechanoid flesh which causes the "Tanks" not to bleed and draw blood are what it patches, but they end up causing the tanks to spawn in ancient sites and mechanoids incidents. It doesn't work cause it's just hardcoded in the game for it to happen. One of the many frustrating things I can't get around right now. I just recommend people wait for the vehicles mod.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on September 26, 2021, 07:44:11 PM
Rimmu-Nation 2: Clothing 1.3 fixes

GOOGLE DRIVE Red Horse 2 1.3 (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)

- Fixed 1.2 version being broken due to new eyewear update




Just some fixes, some updates still waiting. Everyone's been busy, including fiendakko and other guys like TMC I've been commissioning so there's not a lot of progress on the mods.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Tutankhamun on October 11, 2021, 09:17:05 PM
Why are you making the factions standalone? Wouldn't it be easier for you to make them depend on the weapon and apparel mods to function? I'm pretty sure the great majority of the people will use both when using any of your faction mods. Sorry if i sound offensive or anything.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Mordo on October 23, 2021, 06:55:16 AM
Hi, is the Rimdeed mod discontinued from the Steam Workshop?
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on October 24, 2021, 04:56:10 PM
Task Force 141 progress report: Almost done, in testing
(https://i.imgur.com/W3lQjk7.png)

Chosen this new preview, wasn't entirely happy with the other one. I also have no time to do it properly with detailed and drawn characters sadly, so I did it abstract like. Thoughts?

World map settlements:
(https://i.imgur.com/6taUacw.jpg)

In-game info:
(https://i.imgur.com/bwsKCGh.jpg)

Currently having some issues thanks to the ideology DLC. Faction is running into some errors. I want them to be a bit violent when it comes to prisoners and such, to fill the character but I don't have much control on their ideology thanks to the way it's coded in .xml and the rest being in C#. More reasons for me to dislike the DLC.

Feels out of character enough for this faction to wanna parade around some random gods or memes and precepts when their main focus has just been fighting wars and etc.

I'll just work around it. As long as the faction works everyone should be happy.

Pawntype screenshots:
(https://i.imgur.com/kESjSnz.jpg)

(https://i.imgur.com/dkcOTPi.jpg)

(https://i.imgur.com/AF3WBGD.png)(https://i.imgur.com/StnB0G8.png)

I've coded the pawntypes to have randomized colours on their fleece, random choice of pants, random choice of webbing regardless of their weapon class, random choice in helmet and whether or not the pawn wants to wear a goggle or a mask (those two being colorable). Allows for a smooth unique touch for each spawned pawntype while still maintaining uniformity.

(https://i.imgur.com/GbuBqy2.jpg)

The boys are back in town. Yes you may find they look a bit odd compared to before, that's due to them now having pants added more as a display and not part of the outfit and being more vanilla in design. Their body armor is a Crye CAGE just like before done by Fiendakko, our lovely apparel artist and he's also done the official MW2 webbing that 141 uses. I threw in the armor as a personal design choice since I feel these guys running around without body armour is certain death if they're trying to secure the outer rimworld for their planet's refugees.

Two versions of the 141 helmet and a colorable fleece jacket.

(https://i.imgur.com/9VDKtoH.png)(https://i.imgur.com/1VyzA0k.png)(https://i.imgur.com/gbmugAl.png)(https://i.imgur.com/SRqsMQE.png)
MICH Helmet 141 A

Version design based on Roach's helmet

(https://i.imgur.com/1WNhhzP.png)(https://i.imgur.com/A3UDAMQ.png)(https://i.imgur.com/LonsuRu.png)
MICH Helmet 141 B

Version design based on Rook's helmet

(https://i.imgur.com/HM74TtS.png)(https://i.imgur.com/pkckXHH.png)(https://i.imgur.com/5SZrkdg.png)
Crye CAGE
Artwork by Fiendakko

So as you may notice there are no attachments and the armour is plain. You may go "what the heck?! The old design was more interesting!" Yes you're right, however this allows the body armour to be more modular. We have 4 types of webbings (One of which shown below) and these will be worn over this body armour so you can have different configurations of how your pouches go.

(https://i.imgur.com/EEQ82Zi.png)(https://i.imgur.com/FvTfJvH.png)(https://i.imgur.com/HLSekiv.png)
Flyye X Belt AR (Comes with 3 more other variants)
Artwork by Fiendakko

(https://i.imgur.com/R4s4RJL.png)(https://i.imgur.com/fsFZeCx.png)(https://i.imgur.com/gHO1fP9.png)
Based on the Gunner, Sniper and SMG class of Task Force 141 models from MW2 (using GMod references), painstakingly done by Fiendakko by hand which took him ages to bloody do. Happy with his work and the results.



Enlistment:
(https://i.imgur.com/XaxYG69.jpg)

You will be able to enlist and join Task Force 141. I'll allow them to issue you new equipment in their provisions and whatever to replace your worn out gear or to equip your guys with fresh kit often without having to produce them yourself. The one thing I want to do to separate them from Rangers is make it harder to join, so I'll make it so that you have to be about +75 or maybe +100 relations with 141 before they let you join them.

I understand some may not like the feature cause they're meant to be a special operations unit, thankfully can be explained away with Warzone's storyline where Cpt Price recruits Farah and Nikolai into 141, those two being mercenaries (Farah technically since joining Chimera) and not necessarily having to go through selection. Shepherd did call them "The world's best hand picked warriors."

(https://i.imgur.com/t8kGpJo.jpg)

Will change the logo on some of these later, i.e. salary will feature a money envelope and others looking more modernized and military-tacticool-esque.

(https://i.imgur.com/wIQvh7D.jpg)

As you can see, you can be enlisted in more than one faction.

Reinforcements with two enlisted factions:
(https://i.imgur.com/nL9CFVH.jpg)

Tested how reinforcements work with more than one enlisted faction

(https://i.imgur.com/SMg5QRE.jpg)

Thankfully not buggy, you get a random faction being sent to aid you, first one that came was 141

(https://i.imgur.com/ltFMsJb.jpg)

Second time were rangers

(https://i.imgur.com/WhjjweV.jpg)

Shot of the two faction pawntypes being near each other for comparison.

Modularity with Rimmu-Nation 2 planned
(https://i.imgur.com/SeVubhg.jpg)

(https://i.imgur.com/2bBf2Fc.jpg)

Their weapons are coded in the way that they only have 4 types: M4A1 Task Force, FN Minimi 7.62, THOR M408 and RSASS. If you however have Rimmu-Nation mods turned on they appear with all kinds of weapons, which will come in a new update having added new tags to coalition themed weapons.

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

Pardon the lack of communication, missed about 2-3 months worth of updates. Life here in the training regiment hasn't been luxurious and have been demanding more and more of my time. Have been improving my fitness and some skills on the trade. Spending more time with family as a result of added stress trying to get along with other squaddies and trying to be good enough for the job. This has resulted in less and less time put in modding, so I've spent more and more money to get these projects done. Special thanks to fiendakko, TMC, Ods and the other guys who have been helping. I plan on getting more stuff done soon as possible.



Quote from: Tutankhamun on October 11, 2021, 09:17:05 PM
Why are you making the factions standalone? Wouldn't it be easier for you to make them depend on the weapon and apparel mods to function? I'm pretty sure the great majority of the people will use both when using any of your faction mods. Sorry if i sound offensive or anything.

People who don't use my mods but want to use the factions don't use Rimmu-Nation already. Most of the people who would get into the factions may just wanna populate their world, but not be interested in everything else this mod series has to offer. This is more obvious when watching streamers like Mr. Streamer aka Samuel Streamer or Rarr who have enabled my faction mods before but they weren't interested in Rimmu-Nation.

I'd rather people can pick and choose and find things interesting than be turned off by an option they have to make, which is enable all these RH2 mods or have none of them at all. They'd end up going with the easiest option, so I'd rather provide the easy option to pre-empt that.

Quote from: Mordo on October 23, 2021, 06:55:16 AM
Hi, is the Rimdeed mod discontinued from the Steam Workshop?

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

I'm waiting for Steam Support's DMCA team to get back to me and see if they're willing to unban the mod under the defense that it's a fair use parody mod. If they don't re-instate it and side with Indeed.inc which I feel is where it's headed towards, I'll rename the mod and re-release it since I'll have no choice.

I've asked if I can rename the mod and they unban it (since that will remove all content that caused the mod to be DMCA'd in the first place) but steam support seems to be very robotic in dealing with the issue and won't give me any human response that goes along the lines of "yeah that sucks man, we'll let you rename the mod and unban it. should be no problem" instead I get play by play, guidebook responses that seem to accumulate into "This is your problem, it's between you and Indeed.inc".
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on October 26, 2021, 08:20:31 AM
Whaat? Stupid Steam ;/
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on October 26, 2021, 05:37:49 PM
Hey all. Just some slow progress report on Task Force 141. I'm redoing some of the UI for enlistment.

Missions
Rangers version:
(https://i.imgur.com/Bp6laf4.png)
141 version:
(https://i.imgur.com/dASj3DA.png)
Note: Mission screen may change for 141 also.

Salary
Rangers version:
(https://i.imgur.com/8cVAnzu.png)
141 version:
(https://i.imgur.com/IWa083p.png)
Note: 141 will pay more though they may pay less frequently.

Provisions
Rangers version:
(https://i.imgur.com/Yva46s0.png)
141 version:
(https://i.imgur.com/vWQ5lUF.png)
Note: 141 provisions will include something like:
x100 MREs
x30 Medicine
x2 Crye CAGE body armour
x2 MICH Helmet (141 A)
x2 Flyye X Belt (Assault)
x2 141 fleece
x2 DCU BDU pants

Every 5 days? Maybe 7 days? Open to suggestions on the contents and the frequency.

No weapons included, weapons provided are to be the responsibility of the commanding officer of the militia attached to the unit. (That means you guys)

I thought weapons need to be your responsibility since you couldn't have possibly enlisted to 141 without having some sort of firepower. Their requirement to join will be a lot more in relations than rangers. I may just set it to +75. This means no random early start settlements (with the exception of rich explorer) can just join this special operations unit. I thought them throwing a ton of rations at you, some medical supplies and issued uniform could be reasonable enough since it's kinda like that in real life (Kinda. You break it or lose it, you get charged for it). If it was time for exercise they just throw ration packs at you.

I'm guessing in the current dire circumstances of this faction's planet, they'd be happy to throw a lot of provisions at anyone trustworthy and worth their salt to be part of the unit.


We could just chock it down to "Guys, we have to give you some responsibility. We pay a lot to have you around already."

Storage
Rangers version:
(https://i.imgur.com/c5QY3uR.png)
141 version:
(https://i.imgur.com/SGeKEFP.png)

May leave most of the training ones alone, may change the enlistment, resign and mission screen. May keep most of these for other modern military factions. We shall see. They will basically do the same thing, some may pay out different things than others and will have different art to give that unique feeling for each faction. If I ever do a similarly themed faction I may just leave some of the icons alone.

Finally, I may not include part time work option for Task Force 141 since they may just give a set payment that is larger than the Rangers.

(https://i.imgur.com/gewtfLk.png)(https://i.imgur.com/fvLAeas.png)
(https://i.imgur.com/9qDHTzP.png)
Ghost's new balaclava. New 141 Boonie and ear defenders yet to be done.

May also redo the Type B helmet and throw in the patches and etc. for that one just because I prefer it's colour.

(https://i.imgur.com/Cs5EpeH.jpg)

In addition to this, I'm also gonna inform people here that 141 operators will now flee from combat when they're losing a fight. Realistically, people want to live and see their families again, not die for some strangers who are getting overrun, in some foreign land that isn't their neighbourhood. "Fuck this. I wanna go home." I feel it'll be more realistic than letting them fight to the death when there's a few of them left vs an overwhelming force where their pawns are likely to die. Sadly hits close to home, as much as soldiers may get paraded around as heroes in movies (not saying there aren't any heroes), they're people who wanna go home too.

Any thoughts about these, feel free to drop them here.

(https://i.imgur.com/pjWsQbg.jpg)

That's all for now. No, Steam's DMCA team has not gotten back to me about Rimdeed. Actually approached a pro bono firm that specializes in IP infringement cases like these, usually for small companies and individuals, but they're saying since I'm some hobbyist they won't get involved. Asked for the email sent to me in case they could help but I don't even know if I should bother if they've already given me a "no". All I wanted is some kind of firm letter clearing the air that my work is protected by fair use so I can be left alone. Can't be arsed for this drama when I'm already dealing with grown men acting like high school kids in the army. One step at a time.



Quote from: Skynert on October 26, 2021, 08:20:31 AM
Whaat? Stupid Steam ;/

Wish they'd stand up for us being that this is their platform and they're big enough, but they wanna make money not square off with other companies in lawsuits so they'll not deal with the politics. I don't blame them.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on October 27, 2021, 10:12:24 AM
Can you just rename mod and upload as new? Also I cant wait for Rangers and 141
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on October 27, 2021, 06:43:35 PM
More progress on Task Force 141. Last UI that was planned on being redone is finished.

Enlistment
Rangers version:
(https://i.imgur.com/euVqBXI.png)
141 version:
(https://i.imgur.com/rO4CKLP.png)

Mission board UI
Rangers version:
(https://i.imgur.com/yOC3chJ.png)
141 version:
(https://i.imgur.com/kaeaeGo.png)

In-game screenshots:
(https://i.imgur.com/Tf6XZyK.jpg)

(https://i.imgur.com/xwuUITG.jpg)

(https://i.imgur.com/nQdafuQ.jpg)

Needs more polish clearly. Other UI will be left alone. 141 will not have an option for part time jobs so the UI there is gone.

Headgear art by Tittymcswaggy:
(https://i.imgur.com/Wg32PEQ.png)(https://i.imgur.com/LYTilpD.png)
Comtacs that go with the Ghost balaclava. May create a pawntype of just guys in Ghost's outfit

(https://i.imgur.com/F7bEHMW.png)
WIP boonie hat modelled after Modern Warfare 2019's Cpt Price

Again, these beautiful headgear artworks were done by Tittymcswaggy.




Rimdeed infringement drama update:
DMCA team from steam finally replied only to tell me to "read the email" and "speak directly to Indeed's lawyer with the contact details in the email below" pretty much sending me away after implying I can't read to go on a fool's errand to speak to a lawyer who's job is to enforce their company's IP while I'm some small hobbyist who can't afford a lawyer.

My response was calling this out and telling them that I went to them because I wanted an unbiased response "because Steam is your platform", how they know how the conversation will be one sided if I go to the lawyer. I asked if I can instead have the DMCA removed if I rename the mod, which will remove the reason for the ban in the first place. I doubt we'll get anywhere but there's no harm done trying. Everyone just wants me to F off and go away. What a surprise when the day comes when these people are turned away themselves if they ever need anything and there's nobody to listen, they'll know exactly how I feel.

That's the way the cookie crumbles boys.


Quote from: Skynert on October 27, 2021, 10:12:24 AM
Can you just rename mod and upload as new? Also I cant wait for Rangers and 141

Of course I can. I can also tell my mom and cry about it, but I'd rather try and point out what's wrong with the picture and try to speak up about it instead of immediately folding. Nobody has shown signs of caring, but I wanna sign off knowing I tried my best. It's not like I ordered fast food and someone forgot the regular fries (which happened to me recently) cause I can let that go. What I find hard to let go is getting bullied by some lawyer and some company and having what's supposed to be the adults/teachers monitoring us in school (Steam) turning a blind eye, they don't wanna get involved. I swear, whether I'm at work or at break from work it's like I've been sent back to high school.

/endofrant

Me too. I can't wait. Skynert six, going dahkkkkkkk
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: williamb1995 on October 28, 2021, 09:42:52 AM
Hello to you,
sorry for my broken english i'm french i wanted to tell you i'm a big fan of you and your mods a lot of my friends are too without you really knowing it.

I was afraid during your period of inactivity that something had happened to you or that you would stop the project.

in any case you're doing a wonderful job, I can't wait to see content and faction arrive. your mods are essential to many people.

courage to you, find your balance between work and passion.

thanks to you


french version
bonjour à toi,
désolé pour mon anglais approximatif, je voulais te dire que je suis un grand fan de toi et de tes mods, beaucoup de mes amis le sont aussi sans vraiment que tu le saches.

j'ai eu peur pendant ta période d'inactivité qu'il te soit arrivé quelque chose ou que tu arrêtes le project.

en tous cas tu fais un boulot magnifique, j'ai hate de voir arrivé du contenu et faction. tes mods sont essenciel à beaucoup de monde .

courage à toi , trouve ton équilibre entre le boulot et la passion.

merci à toi
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: gmen85 on November 04, 2021, 06:14:24 PM
The rimdeed stuff is beyond pathetic. I understand if you want to fight for it, but just keep in mind that despite requring some extra effort, letting them drown in their own misery might be a reward too.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on November 10, 2021, 03:01:43 AM
Hey guys. At work in a few minutes, been meaning to reply to the last two posts since two days ago but Ludeon was down for two days.

Just leaving the pics I was gonna post during weekend, 141 is slowly but surely progressing.

(https://i.imgur.com/8d9Ljio.jpg)

MREs have been coded. Joke .png happened to be in the folder so a stack texture bug appeared, pretty funny stuff. They only do +2 now, may tweak balancing for this and Ranger rats cause one of them has to taste better (but really they're both pretty rats)

(https://i.imgur.com/C4xzU4C.jpg)
Redone both helmets, swapped colours but it took longer than I had hoped to do due to work getting in the way.

(https://i.imgur.com/iAHeJYj.jpg)

You can see, default helmet colour is now closer to OG.

A
(https://i.imgur.com/6Ck2PVV.png)(https://i.imgur.com/kGIDRnw.png)

B
(https://i.imgur.com/KIEwjqb.png)(https://i.imgur.com/fpccEoz.png)

TMC has finished boonie hats and comtacs
(https://i.imgur.com/AtgBWpB.png)
(https://i.imgur.com/02U07ym.png)

I did new eye pros for Ghost. I forgot the name boys, as said work is starting soon so im rushing to post this

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


Missions icon has a new one
(https://i.imgur.com/1gTOUcA.png)

Fiendakko finished a hydro pack
(https://imgur.com/2MlQTEn.png)

(https://i.imgur.com/2gEgJQL.jpg)

More later boys. Gotta go now, thanks for your kind words.

Edit: post bbcode bugged out on some images
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: SteelTitan on November 15, 2021, 12:13:40 PM
Really excited to see the return of 141, downloading the Rangers right now
Two quick questions: Is the Coalition going to return, or are the Rangers their replacement, and are the Steam Workshop versions for the 1.3 mods being updated?

EDIT: Sorry, one other thing: Will you be doing any more British gear? Especially in DPM or MTP?
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on November 17, 2021, 08:12:00 PM
[RH2] Task Force 141 Faction - Beta release, Rangers updated
(https://i.imgur.com/icEU0ET.png)


GOOGLE DRIVE RH2 Factions Download (https://drive.google.com/drive/folders/1RsEtkHPj_lVrrbAfaxk47UW4CVI1roYx?usp=sharing)

NOTE: 141 is untested for gameplay (Besides showing no errors, not playtested), I've only rushed to take away all errors despite having to wake up in 4 hours. Let me know what's wrong. Both mods are fixed to have music playing with the mission board open.

Also "short hash" errors appear when rangers and 141 are both enabled, will worry about it later. Does not affect your game. Major issue is the leader title name errors caused by ideology, leaving it for now cause I got to go.

As always guys, am in a rush. It's 1 AM. Here's an unfinished post of Task Force 141 with Rangers updated. May still have errors on the leader names of both factions thanks to Ideology DLC. I know its annoying but I can't have leaders without stupid religious names that nobody gives a crap about or else it breaks like this. Thanks for that feature Tynan, freakin "Holy Commander" of a special forces faction, and the mod throws errors unless I'm using some Ideology DLC based name maker for leader names. Will sort out later among other things.

Goodnight.




Quote from: SteelTitan on November 15, 2021, 12:13:40 PM
Really excited to see the return of 141, downloading the Rangers right now
Two quick questions: Is the Coalition going to return, or are the Rangers their replacement, and are the Steam Workshop versions for the 1.3 mods being updated?

EDIT: Sorry, one other thing: Will you be doing any more British gear? Especially in DPM or MTP?

Coalition may not return. I don't see the point, personally. They're like Task Force 141 with more random clothing. Not into it. I don't know what you mean about 1.3 mods being updated, they are up to date. If you mean the outdated versions stuck outside of 1.3, they're being updated here for RH2, all done in a new style.

British gear, yes but as with the others, in new style and will take some time.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: LazyLazuli on December 01, 2021, 12:51:06 AM
Thank you so much for releasing the 141 faction mod! It seems to me that it's in a good state. The only bug I found was a visual glitch where 141 clothes like helmets, balaclavas, and the crye armor vest of the faction would appear tiny in the gear tab of pawns and when placed on the ground/storage racks. I also found the reinforcement call to be a bit overpowered as a unit of like 50 pawns come into drop pods to wherever you choose. I'm at endgame with over 1 million colony wealth so I'm not sure if it's based on that but it's crazy overpowered and abusable.

One QOL request I would like to make is to make the items of red horse into it's own category. Right now almost all clothes and weapons are mixed in with the other items and it's a pain to assign the outfits unless you use the search bar and know the specific clothes you want to use (and there me who accidentally misclicked on accept all instead of the red X and has to start all over :\). There is a start to this but it's only accessories and body armor at the moment. It would also be nice to have another category for faction related clothing so if a user wanted to roleplay being part of a faction, they can just toggle it in the setting.

Anyways, I really enjoyed getting to test these two factions out and the fact that they carry a large amount of silver finally solves my problem of having too many items clog my storages and towns not being able to buy them. I also like the reasoning for the plain looking body armor and the use of webbing that made me rethink how I could barbie up my pawns. I can't wait for future updates!
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on December 05, 2021, 11:03:19 AM
(https://i.imgur.com/pCztxJt.jpg)

Hey all, just stuck waiting for things. 141 is missing some fixes and features. Here's what they are:

- Display icons for apparel so they don't look tiny and improper
- Faction leader name (same goes for rangers)
- Possibly other description polishes
- Fix ration recipes

(https://i.imgur.com/3bDdgl6.png)
- HK 433 rifle
Art by: Fiendakko

- Balance reinforcements to send less units
- Error fixes for no madefromstuff on apparel in provisions

(https://i.imgur.com/t6tUTAN.png)

- New provisions option on enlistment screen, it will be called "military issue" which has rifles and the gear given to you, rather than the care package which I want to have food and medicine only

Waiting on Taranchuk for the C# side of things.

I've been sitting on a Rimmu-Nation 2 weapons and apparel update since around July.

For apparel, just the police uniform and potentially some new extras like a backpack or etc.

For weapons, here they are:

(https://i.imgur.com/QCHtwyF.png)
TAR-21

(https://i.imgur.com/MFKgdRO.png)
M4A1
Art by: Erok031

(https://i.imgur.com/bWt8tf7.png)
SVU
Art by: Erok031

(https://i.imgur.com/Lx0Dzpj.png)
M2000 Invervention
Art by: Erok031

(https://i.imgur.com/cebD0r7.png)
Mk14 EBR
Art by: Dandman68

(https://i.imgur.com/P5r17Vo.png)
Kriss Vector

(https://i.imgur.com/qQLxZ8r.png)
HK69

Forgotten that these have been sitting in the folders of Rimmu-Nation 2 weapons, have been bogged down in this military engineering trade course. I'm finishing it by Feb but that doesn't mean I stop being busy. I have been behind on my trade course so this meant I had to stay behind early finish days to do more work. Besides that I've been trying to catch up and improve fitness since I have been in the rear a lot, so apologies that these mods have been delayed to high heck but it's just that the problems on the other side of the dam have been piling up guys. What little time I've had has been spent on weekends with family, have never appreciated their company as much as I have now due to all the time I spend just having to be on the ball.




Progress on Rimdeed:
(https://i.imgur.com/Jzft1q5.jpg)

To summarise here's what happened in bullet points for the crayon munchers such as myself who get brainwave overload when they see paragraphs
- Indeed.inc took down my mod Rimdeed in Steam Workshop and claimed Trademark infringement
- They used DMCA takedown and Steam had to back off
- Steam basically tells me "it's your problem, deal with it."
- Had no help for about 2-3 weeks and it felt like a lost cause until Mario messaged me here
- Mario is a pro lawyer and offered to help me with this case pro bono (that means for free)
- Mario had negotiated with Indeed.inc lawyers and Steam during the past several weeks along with doing his main work
- He's gonna write a counter notice soon and I will be able to re-instate the mod so long as I agree to add that parody warning in the future
- Still waiting for the counter notice and results, but it's a sure win since Indeed was in the wrong. DMCA takedown was the wrong tool to use against my mod in the first place, but they did what they did so they could prove that they fight for their trademark and they don't lose rights to it.
- Nobody wants litigation but Mario was willing to go there if they wanted to be silly, they'd have had to go to Washington where Steam is based and he'd represent me, meaning I wouldn't have had to go to the US for this BS and they (Indeed) would've likely lost the case and would have had to pay the court and Mario for the legal fees. That's if they lost. In the off chance they won, I'd be mucho broke.

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

happy ending coming for that hopefully soon, I thank God for answering the prayers I've made over the situation.




Umbra Company faction mod progress:

Fiendakko has been hard at work being my armour maker lately. I'm thinking about calling "Umbra Company" as they are supposed to be now, which is "Shadow Company" from call of duty. The downside is the originality is out the window, despite the fact that that's who they were supposed to be in the first place. Had to make changes at the time, since I actually cared about copyright and originality then.

Upside? Cooler name and lore? Downside is Umbra Company is just blotted out of existence and it's no longer original or as imaginative, having a lore that was based in outer rimworld, not from whatever I cooked up involving some other universe.

Anyway let's talk about the gear.
(https://i.imgur.com/OSztswC.png)
The standard body armour for the pawns, it's gonna come with a backpack. Likely a hydration pack. Fiendakko has done it based on MW2 models of Shadow Company dudes.

(https://i.imgur.com/BRz8Kxh.png)
Heavy version of the armour, did not ask for it. Fiendakko thought I did, but I'm glad he made it anyway cause it looks good for the gunners.

(https://i.imgur.com/5tIxuQF.png)
I want their special units re-designed. There's gonna be a unit dressed exactly like "Velikan" from MW 2019, guy with the helmet and shark teeth or oni looking face paint on this ballistic mask. Thought it'd look cool. Final version will have pouches and groin guard with Velikan units being all dressed in black with ally NVGs and jet black ballistic goggles. He's basically the edgy kid in the class that people avoid.

I've asked Taranchuk for a feature to stop players from enlisting to a faction if you're already enlisted to one they're hostile to. Umbra Company's return will be the first hostile faction from RH2 assuming others don't make it first. (The purple bois)



Quote from: LazyLazuli on December 01, 2021, 12:51:06 AM
Thank you so much for releasing the 141 faction mod! It seems to me that it's in a good state. The only bug I found was a visual glitch where 141 clothes like helmets, balaclavas, and the crye armor vest of the faction would appear tiny in the gear tab of pawns and when placed on the ground/storage racks. I also found the reinforcement call to be a bit overpowered as a unit of like 50 pawns come into drop pods to wherever you choose. I'm at endgame with over 1 million colony wealth so I'm not sure if it's based on that but it's crazy overpowered and abusable.

One QOL request I would like to make is to make the items of red horse into it's own category. Right now almost all clothes and weapons are mixed in with the other items and it's a pain to assign the outfits unless you use the search bar and know the specific clothes you want to use (and there me who accidentally misclicked on accept all instead of the red X and has to start all over :\). There is a start to this but it's only accessories and body armor at the moment. It would also be nice to have another category for faction related clothing so if a user wanted to roleplay being part of a faction, they can just toggle it in the setting.

Anyways, I really enjoyed getting to test these two factions out and the fact that they carry a large amount of silver finally solves my problem of having too many items clog my storages and towns not being able to buy them. I also like the reasoning for the plain looking body armor and the use of webbing that made me rethink how I could barbie up my pawns. I can't wait for future updates!

Thanks my friend, been aware of some of the issues. Sadly still got a ton on my plate. Categories have been removed for now, will worry about it later though I could've sworn I've already done Rimmu-Nation categories. See you all with an improved version hopefully before next year.

Highly appreciate the feedback and kind words from everyone, will get these out to Steam soon as they are polished and good to go
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on December 06, 2021, 04:48:58 AM
Good news.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on December 26, 2021, 04:46:02 PM
[RH2] Task Force 141 & Rangers full release
(https://i.imgur.com/e24PLYN.png)
(https://i.imgur.com/vANwGct.png)

Decided to give the mods a new preview, been trying out a new art style I am trying to learn from D&D/Magic the Gathering style artwork

(https://i.imgur.com/Sl1IPY8.png)

141 has been polished to the deet. No errors anymore (That I know of).

Special thanks to Morphium for help with MRE recipes, may have to look into it cause it's displaying survival packaged meals instead of MRE for the cooking station.

(https://i.imgur.com/eJno1wE.png)

- Ranger rations still need to be made cookable. Maybe when I have had at least 8 hours of sleep. Also the dog isn't added into this mod, DanDMan made this for me for the Ghosts faction, I don't wanna add it to Rangers cause I know animals spawning in raids give massive dramas and errors.

GOOGLE DRIVE RH2 Factions Download (https://drive.google.com/drive/folders/1RsEtkHPj_lVrrbAfaxk47UW4CVI1roYx?usp=sharing)

Details:
All the updated previews are on steam, here are the link for the playlist including the lore I've decided to write behind Red Horse.

https://steamcommunity.com/workshop/filedetails/?id=2694644358

Example of previews:
(https://i.imgur.com/jHaPsjE.png)
(https://i.imgur.com/vS1zxCC.png)
(https://i.imgur.com/nuJGsO3.png)
(https://i.imgur.com/bGAOC7q.png)

Almost all of the known issues I've listed with 141 has been fixed. Display icons are fixed for certain items, new backpacks and rifle have been added, pawntypes polished to spawn with higher end stuffables depending on their rank.

Both factions have been thoroughly checked for errors in regards to the enlistment feature, sometimes descriptions missing.

(https://i.imgur.com/t7zHOCy.png)
Descriptions have been improved to explain what the player is getting for each enlistment service. Task Force 141 reinforcements have been nerfed, and so have rangers by a couple of hundred points.

Haven't slept since yesterday, if you guys didn't know Rimdeed was reinstated! Been so preoccupied so I'm sorry the news is late. Mario in black saved the day, may see what new update I had in store for Rimdeed before Steam knocked it down, I believe it was something minor. I have been thinking about giving the mod this new preview:

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

Here's the details: https://steamcommunity.com/workshop/filedetails/discussion/2411722784/3199242577631124293/

Won't badmouth Indeed.inc anymore, their lawyer made the process fast and easy, he understood our situation and gave no dramas about bringing it back to workshop. We had a harder time convincing Steam in email that the lawyers already settled it in fact, bloody lot thought we were lying or something. Very grateful to God, to Mario, to Indeed, to you guys and to Steam that it's at least all behind us.

See you guys soon, still gotta finish 141 and Ranger previews. Merry Christmas guys!
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on December 27, 2021, 04:49:40 AM
Yaay! And Merry Rimmass :)
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on December 28, 2021, 01:45:32 PM
[RH2] Task Force 141 & Rangers update
(https://i.imgur.com/3CTLgDe.png)

GOOGLE DRIVE RH2 Factions Download (https://drive.google.com/drive/folders/1RsEtkHPj_lVrrbAfaxk47UW4CVI1roYx?usp=sharing)

Details:
Various bug fixes, Taranchuk has fixed the infinite shield bug. Descriptions and Display edited.




Quote from: Skynert on December 27, 2021, 04:49:40 AM
Yaay! And Merry Rimmass :)

You too my friend, thank you!
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Crosspass on December 29, 2021, 04:23:25 AM
i was wondering why the ranger faction file size is so big and then i found a folder called ".git". turn out i could delete it without causing error and shave 60mb.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on December 29, 2021, 10:41:07 AM
[RH2] Task Force 141 & Rangers update
(https://i.imgur.com/jt0VRf6.jpg)

GOOGLE DRIVE RH2 Factions Download (https://drive.google.com/drive/folders/1RsEtkHPj_lVrrbAfaxk47UW4CVI1roYx?usp=sharing)

Details:
- Fixed incorrect display of 141 reinforcements UI (safe to ignore errors caused by this deletion)
- removed .git folder for players to reduce memory




Quote from: Crosspass on December 29, 2021, 04:23:25 AM
i was wondering why the ranger faction file size is so big and then i found a folder called ".git". turn out i could delete it without causing error and shave 60mb.

Hey thanks for bringing it up. I was wondering how in the heck happened too, shaving it off to the files using 512x512 pixels being large. The truth is that folder has to be there to make github updates smooth, it's broken down tons of times for Taranchuk, my coder for VOID and other old mods cause I kept deleting them. If they were deleted, he'd update an outdated version of the mod while I'll be unable to push the latest in github due to an error caused by removing the folder, which means delays and the mod ending up getting rolled back rather than progressing.

What I've decided to do is remove it for players and keep it for a copy of the github version. Cheers
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on January 02, 2022, 10:45:13 PM
[RH2] Task Force 141, Rangers and Rimdeed update
(https://i.imgur.com/rdQRe8S.png)

GOOGLE DRIVE RH2 Factions Download (https://drive.google.com/drive/folders/1RsEtkHPj_lVrrbAfaxk47UW4CVI1roYx?usp=sharing)

Details:
- Game breaking bug when your pawn uses jetpack during a raid or caravan ambush, caravan gets lost or dies fixed
- Fixed ideology DLC giving slavery debuff to religions such as Christian for all three mods
- Rimdeed about.xml description update
- MRE recipe fix for 141


Edit: special thanks to Taranchuk for the hard work fixing the issues!
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on January 05, 2022, 09:40:19 PM
[RH2] Task Force 141, Rangers and Rimdeed update
(https://i.imgur.com/laICxH6.png)

GOOGLE DRIVE RH2 Factions Download (https://drive.google.com/drive/folders/1RsEtkHPj_lVrrbAfaxk47UW4CVI1roYx?usp=sharing)

Details:
- Jetpack.dll fix, seems people still ran into disappearing caravans during raids when used.


As always, special thanks to Taranchuk for fixing the issues.

NOTE: New poll posted
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on January 20, 2022, 07:26:09 PM
[RH2] Task Force 141 and Rangers update

GOOGLE DRIVE RH2 Factions Download (https://drive.google.com/drive/folders/1RsEtkHPj_lVrrbAfaxk47UW4CVI1roYx?usp=sharing)

Details:
- Caravans losing items when prisoners are turned in fix
- Enlist performance spike fixed

Special thanks to Taranchuk for the fixes and Madman for reporting the performance issue. Gotta go guys, almost forgot to post the update.

Seeing as the majority voted.. it's VOID you're gonna get.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 13, 2022, 05:40:49 PM
VOID
Violence. Omnipotence. Impromptu. Destruction.

(https://i.imgur.com/aPFZf60.png)
"? ? ?"

A high ranking member of VOID. The individual has been known to represent the faction through hijacking television broadcasts in the outer rim. Their control of channels are typically used in an attempt to intimidate, cause distress and to torment those who view them. The shows typically display live executions of captured persons through blood sport.

They consider all who dwell within the outer rimworld an "enemy", kidnapping or killing any individual on sight be it man, woman or child for reasons and motives known only to them.

They are known to use the Nerotonin Type 4 infection as a biological weapon, finding the means to control the most extreme variants. They also have the means of producing the lost Neorotonin-8B "miracle pill" originally created by the Secronom corporation that is capable of curing most known diseases to man, and capable of restoring and regrowing lost limbs.




(https://i.imgur.com/eM6LtAE.gif)
"Titan"
Description:
A subject infected with the Nerotonin Type 4 (N4) virus. Athletic build and a bad temper, common traits among the subjects known to be more susceptible to the "Titan" mutation.

The Titan mutation causes the subjects' muscle and bone density to significantly increase beyond recorded peaks of physical fitness, it also leads to the subject growing into a gigantic size, towering over even above average human heights.

Due to the N4 infection, their behaviour is typically highly aggressive and animalistic in manner.



(https://i.imgur.com/Z0RZRrs.png)
"Mother"
Description:
A pregnant woman infected with the Nerotonin Type 4 virus, causing the unborn child to merge with its mother's body. Like many of the extreme mutations, the Mother abnormally grows to a gigantic size.

Survivors describe the mother to have highly corrosive projectile it vomits out from the baby's mouth. Upon death, some say the gasses inside its body causes it to explode, potentially killing those unfortunate enough to be nearby.

(https://i.imgur.com/MC4qO70.png)
"Black Titan"
Description:
A highly dangerous evolution of the Titan variant. The creature has multiplied strength, speed and resistance to damage, its skin described by survivors as "like titanium". Very few survive encounters with the Black Titan, even fewer claim to have killed one.



(https://i.imgur.com/quOt5vp.png)
"Wraith (WIP retexture)"
Description:
A highly intelligent, extreme mutation variant from the Nerotonin Type 4 virus. Unlike most of the infected, the Wraith seems to have more capacity of awareness. It has been known by survivors to outsmart its prey by being one of the few variants capable of setting up traps in highly popular looting areas. Wraiths are highly agile, its long reaching tentacles has seen to the deaths of countless scavengers searching the inner city for food and medicine.


Art by: JangoD'Soul

(https://i.imgur.com/bayEWzI.png)
"Wraith Cannon"
Description:
A huge Gatling gun based on the original design, using "Junkyard" technology, designed by the famous artificers of Fairview. The only known weapon in their world to outshine a GAU-19, though handling the weapon would require superhuman strength that can be achieved through implants or other biological modifications.

It earned its nickname from its reputation of easily tearing Wraiths to shreds.




WIP weapon retextures:
Art by: Fiendakko

(https://i.imgur.com/biKJgvs.png)
"GAU-19"
Description:
A weapon system originally intended to be used in helicopters. Fairview artificers, due to the desperate nature of their circumstances adapted the weapon somehow, someway to be wieldable by a human being. The strength required to carry one, let alone fire it without losing balance would require a person with a highly enhanced biology through body modifications.

(https://i.imgur.com/VgUbCFg.png)
"GAUSS rifle"
Description:
A unique weapon crafted by the greatest artificer in Fairview, The Administrator. He especially made it for a survivor, a member of a faction known as "VOID" who found minerals alien to the planet. The weapon was never again crafted or reproduced for anyone, no matter the price. VOID apparently found the means to reproduce it for their other members several years after.

(https://i.imgur.com/BJGDm6r.png)
Longshot PP-10
Description:
An upgraded version of the Ironsight 33-F, an anti-materiel weapon. A much needed invention by Fairview's best artificers to allow the most elite of survivors to venture into the dreaded wasteland in the outskirts of the inner city. Much like the Wraith Cannon, they used what is known to them as "Junkyard" technology, utilizing the best available resources in their world.



Art by: JangoD'Soul

(https://i.imgur.com/2oVsIFC.png)(https://i.imgur.com/UuMEeHX.png)(https://i.imgur.com/KyVQLVi.png)
"Red Wine"
Description:
A commonly looted alcoholic beverage in the inner city. Thanks to its ability to not spoil after years of preservation, elite survivors have been known to hoard these drinks, buying them in bulk to save them for special occasions, or traditionally, missions they may never return from.

(https://i.imgur.com/pMfPMtg.png)(https://i.imgur.com/lIVxDmH.png)(https://i.imgur.com/9k5E6My.png)
"Caviar"
Description:
A commonly looted, highly preserved food resource in the inner city. Due to it's prominence during the early years of the Nerotonin Type 4 virus outbreak, it has become a popularly created dish by surviving chefs in Fairview.



(https://i.imgur.com/tvWlkco.png)
"VOID Helmet"
A helmet created by the greatest artificer in Fairview, the Administrator, especially for the VOID faction. Much like his other invention, the Dusk set, it is capable of surviving a punch from a Titan. The same cannot be said for the wearer's face.

(https://i.imgur.com/tZ2SxMW.png)
"VOID Reactive"
The VOID Reactive, designed by the Administrator alongside the VOID helmet, at the time, it was promised to be his greatest invention. He created it for the organization, owing them a debt of gratitude for saving his family from starvation and otherwise the dangerous elements during the early years of the N4 virus outbreak back when VOID were nothing more but a group of non-modified humans, scientists, soldiers and doctors.

This armor would later be known as a symbol to be feared if spotted in the inner city, as VOID members were rarely seen and were known to attack other survivors regardless of whether or not they have any valuable possessions with them. After some time, the people who wore this equipment changed, arguably into something more sinister than the monsters they fought.

Art by: TittyMcswaggy (WIP apparel)




Credits to:
Fiendakko
JangoD'Soul
TMC
Neil Yates, the creator of Dead Frontier
VOID, the original creator of their faction lore
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on February 19, 2022, 10:27:22 PM
(https://i.imgur.com/WglvXgU.png)
VOID
We are in control.

(https://i.imgur.com/QC2rzh4.png)
"Undying"

Colony "A", known to have survived encounters with the entity "VOID" has recently come under attack and suffered heavy losses to odd figures in unique attire from their typical pawns who sported purple reactive armour.

These individuals were described by survivors to be highly aggressive and more confrontational in nature. One was seen tearing the limbs of a fully armoured marine until the said marine perished to blood loss as heavy machine gun fire and charge rounds were exchanged.

Colony A managed to neutralise one of these individuals (the subject will be referred to as "X") after the battle was over. Colony A had some personnel kidnapped and most were KIA. Survivors explained that VOID left, satisfied with the damage.

X is recorded in the autopsy to be that of female human of an athletic build underneath the armour and the mask, found with multiple body modifications that are difficult to observe apart from using specialist machines, due to the nature of "Voidtech" being seamless to human body parts.

4 surviving marines from Colony A began digging mass graves for the fallen. Witnesses the following day discovered the scene of 3 of those marines torn apart, and X's grave empty. Her body was not found among the other corpses.

Colony A later abandoned their faction base and disbanded.




(https://i.imgur.com/1oHHJeL.gif)
"Volatile Leaper"
Description:
A subject infected with the Nerotonin Type 4 (N4) virus. The Volatile Leaper is a creature that is encountered in rare occasions within the Wastelands of the inner city. Very few alive can tell the tale of even seeing one.

It is an evolution of the Leaper variant, where the subject's skin thickens to a leathery type of material similar to kevlar and the subject's tongue is freakishly elongated into a hardened weapon that is comparable to titanium. The Volatile Leaper is a charred skin, gigantic version of it's predecessor with its features multiplied in strength. It is also one of the fastest known creatures to lurk within Fairview.

Attacking one in melee range is widely considered to be suicide due to the nature of a Leaper's tongue.



"Volatile Leaper"
(https://i.imgur.com/QKGHn2O.png)
(https://i.imgur.com/9hNxEBQ.png)
(https://i.imgur.com/mgeKTrX.png)

"Wraith" (Retextured)
(https://i.imgur.com/dtnuqiH.png)
(https://i.imgur.com/7T5FnRi.png)
(https://i.imgur.com/SVaB1CK.png)



WIP weapon retextures:
Art by: Fiendakko

(https://i.imgur.com/g8EAUCS.png)
"Dusk Enforcer"
Description: Part of the Dusk Set. The Dusk Enforcer is an otherworldy weapon forged by The Administrator in his later years of being Fairview's greatest artificer. This level of engineering suggested that the Administrator was some kind of world hopper, due to its design defying the laws of physics in the dying planet they currently inhabited.

The Dusk Enforcer has unlimited ammunition.

(https://i.imgur.com/Yq2by0j.png)
"Dusk Striker"
Description:
The Dusk Striker is chambered in 12 Gauge, part of the Dusk Set. The Dusk Striker is among the many weapons that can be won through the blood sport games ran every week in Fairview. Elite Survivors were willing to lose their lives over these series of equipment and disputes between clans that couldn't be resolved otherwise were settled in the arena.

(https://i.imgur.com/BQVfR1N.png)
"Dusk Carbine"
Description: Part of the Dusk Set forged by The Administrator, the Dusk Carbine has been used by Elite Survivors commonly for hunting the extreme mutated variants from safer distances. It is an anti-materiel rifle that provides almost zero recoil to the user.

(https://i.imgur.com/aO6L0id.png)
"Dusk MAG"
Description: The Dusk MAG is derived from the FN MAG. It is a heavy machine gun chambered in .50 BMG forged by the Administrator. It is typically one of the many heavy machine guns chosen by the elite survivors with body modifications up to their toes. Normal survivors couldn't dream of using one if they had access to it apart from participating in blood sport, due to the impractical nature of this heavy weapon and the amount of resources wasted on its ammunition.

To Elite Survivors with access to large sums of money and ammunition however, this weapon is the bane of many dangerous creatures that roamed the inner city.



(https://i.imgur.com/5BsUZkJ.png)
"Vengeance Guard"
The Vengeance Guard, designed by the Administrator.

After a cataclysm between several powerful factions in Fairview, many elite survivors agreed with the Administrator that it was time to move forward. His promise to VOID that their Reactive armour will be the only one of its kind was shattered in favour of equipping the best warriors of whatever remained in their world to survive the ever growing list of dangers in the Inner City. Protests by some of the most important names in VOID were made, only to fall to public ridicule and mockery from the rest of the community who cared very little for the secretive organizations' personal plans.

VOID Reactive was never reproduced for anyone else, however, the Vengeance Guard for the shortest time became its equal, if not greater with the only difference being their appearance. The Vengeance Guard allowed for more personal customization.

Art by: TittyMcswaggy (WIP apparel)




Credits to:
Fiendakko
JangoD'Soul
TMC
Neil Yates, the creator of Dead Frontier
VOID, the original creator of their faction lore
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Skynert on February 20, 2022, 02:55:51 AM
What the hell is that things? :O <calling TF 141>

ps. nice work
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on March 01, 2022, 01:56:02 PM
Hello all. Just an update on things.

Due to current affairs with the situation in Ukraine, Taranchuk who codes for the mod series is highly affected by what's going on since Ukraine is his home along with the rest of his family. Thankfully not in the current named places that is under attack as of this post.

I personally believe it is not the appropriate time to give him commission work, I don't know what his status is if he's even still doing commission work, but from what he's told me is that markets are still open over there but jobs have ceased for most people similar to the beginning of lockdown when it was hard to come by food. The difference is things are scarier for them seeing as bombs are going off, killing innocent people and it is unknown if and when things will go back to normal.

For now we can only hope for the best and pray. If any of you wish to donate to Taranchuk, please PM me and I'll give you his Wise details so you can directly help him if you so wish. I don't expect anyone here to, it's just an option if anyone will consider it reading this post since at the moment he seems to have no real source of income.

I'll do my best to continue with VOID faction. Due to the current situation affecting our very way of life, I will cut down on commissioning other artists' help and I will end up slowing down even further on modding because of what's going on. Unfortunately I have to redirect my funds to other things in the meantime that need urgent attention. My job is highly affected by what's going on and I don't know what may happen if things get worse.

Worse case scenario, I may just update all of the Red Horse 1.2 mods to 1.3 if I ever feel that I cannot continue with RH2.




Quote from: Skynert on February 20, 2022, 02:55:51 AM
What the hell is that things? :O <calling TF 141>

ps. nice work

Thank you my friend, good to see you well
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 08, 2022, 06:37:21 PM
Honey, I'm home.  8)

(https://i.imgur.com/POIA60i.png)

Updates coming:
(https://i.imgur.com/Ncm0YEG.png)
Uncle Boris
- Size fixes for furniture
- Radio add-on

(https://i.imgur.com/kVLN7Er.png)(https://i.imgur.com/AGdLCYi.png)(https://i.imgur.com/Bqt5BGL.png)
Rimmu-Nation Clothing 2
- 2 new shell clothing
- 1 new webbing
- USMC webbing retextured
- 1 new backpack

Rimmu-Nation Weapons 2
- New weapons (tbd)



Uncle Boris:
Details on upcoming radio update:
The only song in the mod will potentially be the STALKER music and the Portal music. Any more soundtrack added like before may be done in separate add-ons to prevent mod disk space bloat to those who don't want it.

Details on planned Vending Machine update:
There will now be only one vending machine. No planned returns of food items in this mod, they may be separate mods in their own right. The Vending Machine will function like a comms console where you can access a perpetually online trading service that accepts silver from orbital beacons for food. Makes more sense that way not pulling items directly out of the VM like before due to limited coding, its now an online service.

Detailes on planned brainwashing chair:
It's a chair. You strap a prisoner in and they get brainwashed to significantly lower resistance. Thoughts on such a powerful feature being included in this mod?




(https://i.imgur.com/I5qg0rd.png)

Hey all been busy, I'll share the current order for Taranchuk.




VOID 1.3
- VOID is a permanent enemy
- Enlistment requirements is entering a passcode
- Enlist button opens a window that has a passcode with the word "please enter bunker passcode" and a text box underneath
- Entering the wrong code will trigger a red "ACCESS DENIED" text above the text box
- Passcode has to be encrypted so players or coders cannot find it by viewing code in xml or C#
- VOID will no longer be a permanent enemy to the player once enlisted. They will be neutral.

- New VOID bases will spawn around the map, randomly near the player. (Stops if player has destroyed all their faction bases, starts again if they have at least one.)

+ 5 tiles minimum apart
+ 4 new bases maximum

- Please allow me to have a custom VOID Ideology where I can choose each precept in .xml easily and write custom ideology backstory myself

- When rimatomics is enabled, whenever a player nukes a VOID base or the planetary killer map, their nuke fails to destroy the tile and the player receives the letter "Nuke intercepted in orbit"
Vending machine
- Building that when you right click, lets you choose a perpetually online trader
- Trader can be customized by me in .xml
- Trader is like an orbital trader but never leaves, also not classified as orbital trader in order not to be shot down by mod

Custom raid .dll
- Planned to be usable across several mods
- Allows me to create custom .xml for different raids with customizable sounds, letters, pawntypes and however many pawntypes
- Normal raid type
- "Bug Hive" raid type where I can customize the hive with a different texture and sound effects

First Aid Mod:
- Allow use of first aid in bed

CASEVAC Mod:
- CASEVAC'd prisoners are sent to unreserved bed for colonists, not prisoner beds. Fix please

"Brainwash" Mod
+ New prisoner option to "Brainwash recruit"
+ Prisoner is placed into a chair (building placeholder here please)
+ Must be in a room, not outdoors
+ Must have a chair with television facing towards it
+ Must have power
+ Prisoner is left to chair for 4 in-game hours, sounddef of my choice plays around prisoner on loop
+ Prisoner will is reduced by 50 each time
+ Prisoner resistance is reduced by 50 after will is broken each time
+ Prisoner becomes catatonic after each use
+ Only reduces half for Iron-willed prisoners



Gotta go. Am on course and busy, but I've been missing modding and all of you so I've decided to come back and seriously get some stuff done. DOOM is planned to get started soon as VOID is done.

Umbra Company textures for armours and stuff are done, however no plans on weapons and other soft apparel yet.

MSF has been commissioned by someone else, along with my entire MGS mod list to be re-textured by fiendakko. Lots of stuff in the works needing time. See you soon folks.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: n3xuiz on May 09, 2022, 02:43:15 AM
the man the myth the legend!

i just wanted to stop by and say that your mods are some of my all time favorites. i'm especially looking forward to void though doom sounds awesome too..


wishing you and Taranchuk all the best!
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 09, 2022, 05:55:14 PM
(https://i.imgur.com/SP1nFCf.jpg)

Can't make the updates live, ran into an issue with the radio. Nevertheless here's the progress on clothing.

New Field Parka, Trench Coat and the Level 1 backpack from PUBG.

(https://i.imgur.com/JeVJV1v.png)(https://i.imgur.com/l7gWe2Q.png)

(https://i.imgur.com/kFw7wtc.jpg)

Some other new things like USMC chest rig being redone by Fiendakko (Le Faux) and etc. too tired to get into detail now guys.

(https://i.imgur.com/OA0oyIX.jpg)

Radio is returning. Will feature only two tunes in this mod.

Cannot release update as initially expected today because the radio code is broken when I try to play something in the menu. Asked Taranchuk to fix it, among the huge list of things he's gotta look into.

See you guys, got a busy day tommorrow

Quote from: n3xuiz on May 09, 2022, 02:43:15 AM
the man the myth the legend!

i just wanted to stop by and say that your mods are some of my all time favorites. i'm especially looking forward to void though doom sounds awesome too..


wishing you and Taranchuk all the best!

Hey thanks my friend, looking forward myself. The mods have made a huge difference for me in my life in finding a positive hobby and all, and those two have a special place in my heart so I hope I get them done again soon with thanks to the hard work of the rest of the team helping me like Taran and players like yourself who give me lots of encouragement and motivation to keep making the stuff  8)

Take care my friend
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 12, 2022, 06:08:34 PM
Art by SirLalaPyon
(https://i.imgur.com/KcV1CdC.png)
(https://i.imgur.com/JGG9Nxs.png)

(https://i.imgur.com/AH7zzlf.png)

(https://i.imgur.com/VeGrYx0.png)

PlayerUNKNOWN's Trench Coat from PUBG, no medals. Fully colorable. Wanted this to return alongside the other Trench Coat. Not sure what to call it yet in-game. Open to suggestions, has to be short and I wanna drop the cheesy "playeruNKNOWN" gamerchair crap, will figure it out regardless.

Art by dandman68
(https://i.imgur.com/88J2mB5.png)

(https://i.imgur.com/R8X34uJ.png)

Desk lamp and what is intended to be a comms console laptop. Like the radio can be placed on any surface, so whatever table you want, top of a dresser or the floor.

Also plans for vending machine's return, opening it will lead to a trader screen. Food is sent from orbital traders outside the world so it makes more sense than 1.2 version. It's intended to be a spacer vending machine with a retro look.

"Trading mail beacon" may be changed to a modern or cold war style comms radio and will be aptly named "radio trading beacon." All just aesthetic looks for Uncle Boris' Used Furniture mod but will require some end game tech research like their normal counterparts. If anything its just to make your base look a bit more modern but have the same functionality.

Off soon guys, my test week begins next week. I'll celebrate when I pass the course I'm on. Mentally draining and going through personal dramas. Still waiting for things to come together, Taranchuk finishing his coding and me to have more time so I can get more productive with these mods. Will slowly rely less and less on commissions since I can't afford it.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 14, 2022, 05:09:15 PM
(https://i.imgur.com/U1pWaQj.png)

Hey all. An update is imminent, Taranchuk has fixed the radio issues among fixes for First aid and CASEVAC.

Just have the task of coding the weapons, coding new apparel and new furniture in .xml and we're good to go. See you Sunday where it should all be ready. Season 9 here we come.

(https://i.imgur.com/WDP8ekp.png)

Found a backlog of equipment done by following artists:
- TMC
- Fiendakko
- Dandman68
- Erok
- SirLalaPyon
- Myself

Stuff like leftover apparel and weapons from last year I've forgotten about, can't believe it's been that long but I've been that busy.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Rocket_Raccoon on May 15, 2022, 08:58:29 AM
Great news, excited to see what the update includes.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 15, 2022, 04:45:49 PM
Prologue:
- The store bell rings as you open a creaking, old wooden door -
You enter the dusty old Used Furniture emporium, it's been a long time. You can't seem to find your dear old Uncle behind the cashier desk.

The smell of cigarette leads you to a friendly new face inside the store. You hear the blowing exhale of smoke coming from a feminine voice...

(https://i.imgur.com/7mXqLmo.png)

"Looking for Boris? He's in the back with some new equipment. The name's Helen, pleasure to meet you."

Season 9: Anti-Armour Boogaloo

DOWNLOAD LINK (https://drive.google.com/drive/u/5/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhs0c)

Summary:
Mods updated are:

- Uncle Boris' Used Furniture
- Rimmu-Nation 2 - Weapons
- Rimmu-Nation 2 - Security
- Faction - Rangers
- Faction - Task Force 141

Rimmu-Nation² - Weapons
(https://i.imgur.com/RzyMAnD.png)

(https://i.imgur.com/OCOy3Oe.gif)

15/05/22 Changelog:
- Added all of the following weapons:
- Z Killer Sword (Zombie Killer)
- Kriss Vector
- Pancor Jackhammer
- ACR
- AS VAL
- FN F2000
- G3A2
- M4A1
- MD97 
- M200 Intervention
- Desert Tech SRS
- Mk14 Mod 0
- SKS
- SVU
- NLAW
- FGM-148 Javelin

- Volume has been lowered across Rimmu-Nation², Rangers and Task Force 141 faction mods
- Brooklyn Smasher needs smeltable research now
- About.xml fixes to credit new artists:
TMC - Weapon art
Erok - Weapon art
Dandman68 - Weapon art



(https://i.imgur.com/12PN0Py.png)

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

(https://i.imgur.com/m6eH4yC.png)

(https://i.imgur.com/0sbSWOh.png)

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

(https://i.imgur.com/OW3inVD.png)

(https://i.imgur.com/uj9xosQ.png)

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

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



Uncle Boris - Used Furniture
(https://i.imgur.com/UCG8j8c.png)

15/05/22 Changelog:
- Preview art changed
- Music radio added (comes with 7 instrumentals)
- Laptop comms console added (able to go on tables and etc.)
- Desk lamp added (able to go on tables and etc.)
- Radio trading beacon added
- Royalty DLC patch for titles to stop complaining about the bed being inadequate
- Wardrobe and etc. can now have walls behind them. Sizes changed.

(https://i.imgur.com/o4oOcik.jpg)

(https://i.imgur.com/oJLDlBH.jpg)

(https://i.imgur.com/q9sSVef.jpg)



RH2 Faction: The Rangers
RH2 Faction: Task Force 141
Rimmu-Nation² - Security


(https://i.imgur.com/LE2vT9X.gif)
15/05/22 Changelog:
- Changed volume of weapons across all mods to be lower




Hey guys, I am out of time today. Unable to fully get all patches out, its a lot more time consuming than I remember.

Vending machine is finished with coding but needs testing and textures, along with Rimmu-Nation Clothing needing some time to have things tested and coded before release. For now Weapons and Furniture mod are the main mods are the ones with new stuff rolled out.


Disclaimer:
Hey all. Just because I started adding Ukraine flags in these previews, does not mean I am hateful of Russia and its people. I don't approve of Ukranian soldiers and civilians dying in a war they didn't ask for. Likewise for Russian soldiers and civilians, I do not approve of them dying in a war they did not ask for. I support the flag by including the stuff in the art because it represents that I am against this war along with many who gave their lives and freedoms disagreeing with it.

I do not hate Russia, I do not hate its people. I do not hate its soldiers. I support the thought of justice against war criminals regardless of what soil they come from. The entire situation is tragic and I am not rooting for either side to slaughter anybody, just wanted to show my support for who I believe to be the main victims of what's going on in Ukraine.

But Chicken Plucker, aren't you a soldier? Don't you sleep at night praying for war?!
No. I like video games, we can all nerd out on firearms and military lizardry. Doesn't necessarily mean the thought of families losing sons, fathers, daughters and mothers are something I revel in. It hits close to home to me because it's happening next door. All wars are tragic. People would be better off without going to one.

Ironic coming from someone who's job and spare time hobby revolves around the subject, but there you have it.

Take care all, see you next update.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on May 15, 2022, 05:53:25 PM
Pardon me all. Hotfix done to fix the Zombie Killer sword (AKA Z Killer in-game)

I forgot to change it's texture.  :o

HOTFIX
Rimmu-Nation ² - Weapons
(https://i.imgur.com/FpGG8CI.jpg)

It's fixed as of this post. Please re-download Rimmu-Nation ² - Weapons to fix the issue if you experience it.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on September 27, 2022, 06:16:46 PM
(https://i.imgur.com/2Qdhx7n.png)

Restarted working on VOID. Fell away from RimWorld for a bit to enjoy time off doing other things, modding stressed me out at some point. I intend on finishing what I started, and the current goal is for VOID to come out this October.

(https://i.imgur.com/MqRMHKM.jpg)

This is going to be VOID's new preview. Spoiler alert.

(https://i.imgur.com/pbszI0T.png)

(https://i.imgur.com/FUH4WA7.png)

I've made some corporate style propaganda posters. It's not aimed at their enemies, it's more part of their day-to-day if you were a member, this is the kind of stuff they bombard you with. They try to present a perfect world to their secret society, those who they deemed worthy to invite, and they believe that the ends justify the means when it comes to how those excluded from their group are treated.

More coming soon, but big plans for the presentation of the mod and plans to finish all textures, whatever little remains and finish all coding thereafter
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: n3xuiz on September 27, 2022, 06:27:10 PM
wow. i very much look forward to a return of the VOID mod.
Title: Re: [1.3] (WIP) Red Horse ² : Tacticrow Expansion
Post by: Chicken Plucker on September 28, 2022, 11:36:13 PM
(https://i.imgur.com/naCvlRB.png)

(https://i.imgur.com/wqDhMcP.png)(https://i.imgur.com/e75NfGR.png)(https://i.imgur.com/xTBCTwE.png)

VOID Helmet
WIP, just need to add lines to the metal tube for side view

(https://i.imgur.com/8Z2Vlnp.png)(https://i.imgur.com/m1IM8Ck.png)(https://i.imgur.com/cNZmMAe.png)

VOID Reactive (Male)

(https://i.imgur.com/el3iqHj.png)(https://i.imgur.com/b09mKs5.png)(https://i.imgur.com/XPfwa1k.png)

VOID Reactive (Female)

No shoulder guard version done by TMC a while back. Happy with its appearance, bit too late for last minute requests to change a few things I am not entirely happy about, i.e. belt colour and the grey lining shade looking too close to each other's shade of grey. Ultimately decided to have the shoulder guards removed though I liked them, in order to allow cloaks and coats to look more fluid being worn with the armour.

Working on the cloak currently, then the remaining melee weapons of the faction and then off to code them.

I also plan on a few more previews for their coming workshop page.

Previously unreleased textures here of the most powerful creature from VOID's original planet, added among their ranks.

Devil Hound:
(https://i.imgur.com/pMCM6VH.png)(https://i.imgur.com/ZUvBJkc.png)(https://i.imgur.com/wlabPbS.png)

A mutated K9 that broke out of the wasteland barrier and into the inner city, rampaging across the streets of Fairview and soon into your Colony in numbers. This creature is the fastest creature in Fairview. It's natural weapon is it's incredibly matt mercery toothy maw, with highly advanced armours like the Vengeance Guard and VOID Reactive able to withstand it at least once, though the same cannot be said for the wearer's innards.

The main way to defeat this creature is lots and lots of firepower, its main weakness exploited by elite survivors who have faced it before, is its lack of intelligence.

Quote from: n3xuiz on September 27, 2022, 06:27:10 PM
wow. i very much look forward to a return of the VOID mod.

Hey n3x! good to see you again, I look forward to it too my friend.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on September 29, 2022, 05:07:09 PM
(https://i.imgur.com/IMvSvLu.png) (https://www.youtube.com/watch?v=3d5WlAJz3tw&ab_channel=SergeantLeonardo)

(https://i.imgur.com/XGZEYh5.png)(https://i.imgur.com/5yZsBIN.png)(https://i.imgur.com/9ZtiuAA.png)

New Nerotonin-8B textures for their stack. Special thanks to Van for helping improve the textures and providing that big tray, even though I literally did it the same way he did. Will have to credit him later in the about.xml (note to self)

Melee weapon retexture:
(https://i.imgur.com/3qH39C0.png)
Amputator

(https://i.imgur.com/7lIU3Lt.png)
Dusk Razor

(https://i.imgur.com/hofR4qW.png)
Grinder

Due to time constraints the corpse weapons will not be included this time, so no more corpse destroyer and corpse plaster from previous version. Unfortunately the nature of those organic weapons require a lot of detailing, and I have wasted enough time trying to fix up loose ends to get this mod out soon. If I am ahead of schedule I will see to re-adding those weapons.

For now, this is the current progress and more to come soon. For the rest of the week and the following week after, I will sadly be busier due to work but I'll try to keep progressing.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 03, 2022, 04:51:45 PM
(https://i.imgur.com/6QkZFqw.gif)

Decided I have time to redo implants and make them accurate to Dead Frontier's. May do the two corpse weapons as well, cause why not

(https://i.imgur.com/yUUWLp6.png)
Celerity Implant
Increases the user's speed by 25%
Increases the user's global work speed 25%
Increases the user's chance to dodge melee by 25%

(https://i.imgur.com/4Fhndbg.png)
Destruction Implant
Increases the user's melee damage by 25%

(https://i.imgur.com/NqTnGiP.png)
Ultra Boost
Increases the user's global learning factor by 50%
Increases the user's melee damage by 75%
Increases the user's speed by 75%
(+ chance to dodge melee by 75%, + global work speed 75%)
(Technically a drug, not classed as an implant, however will be forced to use the implant system for this one. It will be the most expensive one of them all.)

I have more implants coming. Nerotonin virus will have vials as their textures, and most of the other implants will be just recolored versions of what is above.

Creature WIP:
(https://i.imgur.com/MPbNqjc.png) (https://www.youtube.com/watch?v=pI7Kr-HHJ0c&ab_channel=TIRODESAL)
Stalker
The plans for this abomination is to have it be a wild animal. It spawns without an incident notification, it is able to open any doors to follow its target. Surprisingly agile when it wants to be, with it's body riddled with its previous victims.

The creature is far too unpredictable for even VOID to keep under their clutches, and thus they will be tormenting players apart from the faction. Very few who have encountered it alone and underequipped have survived to tell the tale, however its weakness is that it is outclassed by much of the extreme Nerotonin-4 mutants, standing only 7 ft tall against the average survivor, though what it lacks in power makes it up in stealth.

About:
This creature belongs to Dead Frontier 2, it is the only creature able to follow you for long distances in the in-game world, in DF2 it is unkillable (although in this mod it will be), and sprints whenever you look away from it, so it seems you can never escape the stalker unless you make it to an outpost where it will finally relent.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 04, 2022, 08:12:38 PM
(https://i.imgur.com/yQjuxZK.png)

(https://i.imgur.com/KsOAtnF.png)
Nerotonin-V Implant
A creation of VOID. After several years of trial and error, much sacrifices were made in order to finally adapt the Nerotonin type 2,3 and 4 virus into what their science division named "Nerotonin-V". It is an implant that is capable of extending your life expectancy up to a thousand years, along with improving the body's ability to heal and reduce blood loss in response to trauma.

(https://i.imgur.com/JliznBi.png)
Nerotonin-2B Implant
The Nerotonin Type 2 serum, the precursor to the Type 8B pills. This implant allows your blood to produce Nerotonin-2 within your system, allowing the user to restore lost limbs and to have rapid rate of healing. It also defeats diseases within the body, as the Type 2 serum originally did.

(https://i.imgur.com/5rYD3TC.png)
Nerotonin-4B Implant
An implant developed by VOID which has successfully isolated the resurrection properties of the Nerotonin Type 4 virus, the "cure for death" as their scientists boasted among the Glitterworlds. Its research has lead to much catastrophic failures that ended with Nerotonin-4 outbreaks occurring in worlds where the serum undergone development. Once created, VOID kept the technology for themselves, and many outside of their organization regard the serum as an abomination.

Stalker:
(https://i.imgur.com/POnEpwZ.png)(https://i.imgur.com/5O4EkE9.png)(https://i.imgur.com/PR0KulN.png)
Description:
Incredibly cunning and stealthy. The Stalker's psychology causes it to prefer picking out isolated individuals typically, though it is not rare for it to attack groups if it lacks the option. Behavior studies on the Stalker note that it frequently decides to focus on its originally chosen victim when surrounded by multiple enemies, until they are consumed before switching to a new one. Its body contains visible, grotesque remnants of its previous kills.

Veteran survivors who have encountered and escaped the Stalker before, warn others of "heavy breathing" that seemingly comes from no discernable direction, which will be heard as a warning that means it is already within close distance of you.

It is a creature that has a developed biology which causes it to be invisible to automated turrets, this therefore makes it an issue for outposts that depend on those defenses. On top of this, the Stalker proves to be difficult to kill due to its evolved natural resistance to fire and trauma to the body, typical from Nerotonin-4 variants.

Stalkers prefer to torment its victims by slowly chasing them, either seemingly for the thrill of the hunt or perhaps some form of sadistic pleasure it derives from the fear displayed by the fleeing prey. It decides to sprint when it needs to catch up, or has had enough of toying with it's food.

Planned characteristics:
- Enters the colony without an incident notification
- Unmarked in the map upon zooming out
- Not detected by automatic turrets
- Able to open all doors




(https://i.imgur.com/CeJWj7z.png)

Off topic here quickly, remade my old Steam Profile with my new art style.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 07, 2022, 09:47:52 PM

1.3 Google Drive (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)

Mod updated:
(https://i.imgur.com/kV5TCpf.png)

Changes
- 1.4 compatibility
- Texture changes
- Mod title changed
- Description changes
- Misc. changes to textures within the mod




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

Dead Frontier Implants:
(https://i.imgur.com/lRpMEi4.jpg)

I have gotten carried away folks, I have ended up creating 34 new implants after remastering some of the textures, 33 of them usable for your pawns and 1 intended for N4 infected variants.

Notable implants: (Too many to list them all)
(https://i.imgur.com/IsJu5So.png)
Prosperity Implant
Description: Every salesman's dream is to have a silver tongue. This implant allows the user to have increased charisma and confidence, it also increases the person's ability to expand their vocabulary and articulation based on the ai within the implant designed for aiding with the user's language skills.

(https://i.imgur.com/d4LEs4M.png)
X-Dusk Implant
Description: Increases the user's capacity to retain experiences and memories, increases learning speed and enhances the user's combat abilities.

(https://i.imgur.com/tS0GMAr.png)
Volatile Implant
Description: Forged from a volatile leaper, this implant adds a portion of the volatile leaper's resistance to trauma and it's natural strength upon the user of the implant.

(https://i.imgur.com/Dx91F18.png)
Devil's Implant
Description: Forged from the heart of a devil hound, this implant adds a portion of the devil hound variant's ability of increased speed and resistance to trauma upon the user of the implant.

(https://i.imgur.com/r6POOwb.png)
N-4 Control Implant
Description: Created by V.O.I.D. from stolen Lazarus Project and Secronom research, this implant detects an N-4 variant, uses it's tentacles and burrows into the target's head to penetrate the brain and inject nanites that cause the highly dangerous creature to be rendered friendly. Unfortunately this device requires a person to manually approach the creature before it can start performing it's purpose.

Weapons:
(https://i.imgur.com/PwSDbNh.png)
Corpse Blaster

(https://i.imgur.com/D7mTChJ.png)
Corpse Destroyer

Corpse weapons have returned! Was not easy to do, they are highly detailed and am aware they still seem "smudged". However upon zooming out in-game they will look very much clearer. No plans to do the rest, these two were painful enough

Storyteller texture update:
Old (1.3)
(https://i.imgur.com/cvRX8YQ.png)
For comparison
New (1.4)
(https://i.imgur.com/wYzHvQK.png)

V.O.I.D. Storyteller texture updated, a lot more care and detailing went into this one in light of my latest posters.

WARNING: Large resolution wallpapers will be linked below, you may have to zoom out!

Also made this background image:
(https://i.imgur.com/QhZWtZB.png)

I intend to create a menu screen later which will like this:
(https://i.imgur.com/qJuQtQg.png)
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 09, 2022, 06:04:05 PM

1.3 Google Drive (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)

Mod added:
(https://i.imgur.com/y4FEo7E.png)

Description:
- This mod replaces the body textures in vanilla.
- No coding whatsoever, if you receive coding errors, it's not from this mod.
- Safe to disable and enable mid-saves with no issue
- Compatible with Combat Extended, please don't ask in the comments. Don't do it. Please.
- Terry Crews approved, have a beautiful day

More details & previews on steam page:
https://steamcommunity.com/sharedfiles/filedetails/?id=2873235836

(https://i.imgur.com/At8dhSG.png)

All apparel, implants and weapons for V.O.I.D. as a faction is finished. I just need to finish UI and update all .xml code and begin testing. It's Sunday already, got a lot to do for next week. I'm predicting the mod will be out after mid October.

I decided to create Detailed Body Textures 3 since VOID needed it for their "Voidtech Skin" apparel, two birds in one Terry.

(https://i.imgur.com/HGz5KMW.png)

Here's me leaving you with Terry Crews art. See ya folks
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 10, 2022, 04:26:53 PM
(https://i.imgur.com/wKcYwVQ.png)
Credits:
TMC - Apparel textures for armor
Ods - Apparel textures for suit
Neil Yates - Dead Frontier
Greg Taylor - Dead Frontier art, references

Just showcasing some pawns and unmentioned implants while I continue to code V.O.I.D. little by little.

(https://i.imgur.com/OPdnAHc.png)(https://i.imgur.com/nt4d95Q.png)(https://i.imgur.com/ZylNyW8.png)
Member
Description: Standard member, typically selected and vouched for by someone within the organization for whatever merit they saw within the person. Often inserted into rival factions and organizations to gather intelligence or to cause the downfall once appointed into an authoritative position. Almost always undiscovered spies before they earn their true promotion, or unwilling captives who were conditioned to "see the light".

They go through several surgeries for their new bionic parts as a mandatory part of membership induction. Certain exceptions exist, however members without implants that aren't in an espionage role is seen as a liability in combat.

They are handed over access to implants that fall under the lower tier category, though more advanced than what most factions have access to. Here are some examples:

(https://i.imgur.com/0rMRnch.png)
Voidtech half-cycler
Stolen technology from the Cicada half-cycler, allows the user to lose the requirement to sleep while heavily reducing the person's conscious capacity. Mandatory for every member to increase productivity.

(https://i.imgur.com/RFWwjFJ.png)
X-Violence
Increases the user's combat abilities slightly

(https://i.imgur.com/KSU46LB.png)
X-Perception
Increases the user's capacity to learn faster and retain learned information. Increases the user's consciousness by a slight.

(https://i.imgur.com/ritEAK5.png)(https://i.imgur.com/GsfymDl.png)(https://i.imgur.com/lv3h3rZ.png)
Elite Member
Description: A senior member who has contributed much to the inner circle. Typically those who have carried out several operations commanding the more junior members. There are implants unavailable to junior members that are given to the seniors.

There are exceptions within the elites who rose through the ranks through their own accords, often working so hard that they've managed to purchase all of the immensely expensive implants through their own means rather than waiting to be promoted.

For example, they earn access to the higher end implants such as:
(https://i.imgur.com/v6MebKd.png)
Ultra Boost:
Increases the person's physical and mental capacities to beyond human peaks. Highly expensive implant estimated to be worth over 300,000 silver coins.

(https://i.imgur.com/xJMkfGi.png)
Dawn Implant:
An upgraded version of the X-Dusk Implant, increases the person's physical and mental capacities beyond human peaks.

With these implants already stacking over the increased performance of the others already modded into each member, they prove to be an even more present danger to their enemies.

(https://i.imgur.com/yFsHYKA.png)(https://i.imgur.com/wi2QLDt.png)(https://i.imgur.com/txZwJDg.png)
Advisor/Executive
Description: Higher echelon individuals who have provided massive contributions to the faction in the eyes of the council. Second only to the unseen council that runs the faction. The Advisors or Executives are granted access to Nerotonin-V and Nerotonin-2b depending on their seniority. They handle budget, they handle diplomatic relations and they command the elites.

They solve problems, they plan contingencies and most importantly, they get the job done.

(https://i.imgur.com/kgx8v3I.png)(https://i.imgur.com/7c2jULw.png)(https://i.imgur.com/3ZVzzGw.png)
Big Brother/Big Sister
Description: Oftentimes, over 100 years old. Members who have earned the right to dress apart from the others. These individuals have cycled in and out as council members, or have been in service of the organization for a long time (beyond the average human's life expectancy.)

They gain access to the Vengeance Guard, the Wraith Cannon and all implants including the Nerotonin-4b serum. The serum has been kept private from normal members seeing as it is reserved for those who the council believe to be of upmost loyalty.

These individuals are normally only sent when an advisor or executive has been scolded for failing to solve a problem they were supposed to deal with.

In summary: "Hi guys we are VOID. We like to dress in black and purple, we are non-conformist and we're better than you." - Some dude called Carnage probably, maybe



Progress update:
Re-coded weapon coding today, too much broken to test further. Have done a few other things too so not much achieved. Decided to bring back an old implant with a new texture.

(https://i.imgur.com/iQOFf5b.png)
Super Seducer serum
Description: A banned product across several worlds by the infamous Dr. La Ruina due to it being commonly linked to human trafficking in an inter-galactic scale. A serum that is able to make a person almost unnaturally attractive, able to adapt the shape of the person's bodily figure and face based on the partner or user's preferences.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 11, 2022, 08:59:02 PM
Note: The apparel is supposed to be HD, keep in mind 1.3's atrocious pawn rendering downgrade caused the armors to look incredibly rats
(https://i.imgur.com/UykZGL7.jpg)

Major progress today, lots of .xml stuff fixed. Still a lot to go. Unfortunately came at expense of my sleep.

Working points:
- New, original faction logo would be nice for in-game world.
- Nerotonin-8B single bottle should be the C texture, need to create a new B texture where there's more pills in the tray. (No use having 3 bottles for 1 pill each)
- Fix the cloak cause they spawn white
- Fix the cloak hood because it doesn't exist yet. (Intended to be coded so it can be worn over any powered armor helmet.)
- Fix base generation, make it all over again
- Create new bedroom stuff for VOID bases
- Fix vengeance guard so it spawns with random colours
- Add new sounddefs for Stalker and devil hound
- Fix Stalker texture and add sounds
- Add devil hound and volatile leaper
- Add new events for the new bosses
- Update the descriptions of everything
- Fix the N4 Control Chip texpath in Visual Studio cause that's the only way you can change it
- etc. etc. Re-create/fix all implants that have new textures

I'd grab you more screenshots guys but the game is being funny, crashing and etc since I'm installing visual and the coding is still all over the place. I've gotta go bed. See you folks.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 12, 2022, 05:15:39 PM
(https://i.imgur.com/qYHjjLT.png)

New logo for in-game settlements.

(https://i.imgur.com/LEYjvex.jpg)

(https://i.imgur.com/jcPnRXP.jpg)

Rebirth chamber needs redoing in terms of texture later, but its good to see it again
(https://i.imgur.com/bRvSPJL.jpg)

Still a lot needs fixing, however we're getting closer and the pawns do look good.
(https://i.imgur.com/V3rAnbC.jpg)
(https://i.imgur.com/hqDBMia.jpg)

Working points:
- New, original faction logo would be nice for in-game world.
- Nerotonin-8B single bottle should be the C texture, need to create a new B texture where there's more pills in the tray. (No use having 3 bottles for 1 pill each)
- Fix the cloak cause they spawn white
- Fix the cloak hood because it doesn't exist yet. (Intended to be coded so it can be worn over any powered armor helmet.)
- Fix base generation, make it all over again
- Create new bedroom stuff for VOID bases
- Fix vengeance guard so it spawns with random colours
- Add new sounddefs for Stalker
- Fix Stalker texture and add sounds
- new sounddefs for devil hound & volatile leaper
- Add devil hound and volatile leaper
- Add new events for the new bosses
- Update the descriptions of everything
- Fix the N4 Control Chip texpath in Visual Studio cause that's the only way you can change it
- etc. etc. Re-create/fix all implants that have new textures
- Redo Voidtech bionic parts, rather than archotech in order to prevent the parts rendering on the face and etc.

(https://i.imgur.com/07qFQhK.gif) (https://i.imgur.com/odORIWb.mp4)
(Click for sounds)

Stalker so far, its currently using base stats of the mother for damage and health which I intend on nerfing. It's not a mega boss, it's just meant to spook ya, and it's meant to be killable.

Credits of SFX to Techland from Dying Light, closest sound I can get for the creature that resembles it from DF2. Many thanks to Taranchuk as he's coded it to work the way I asked for it to, meaning you don't know when its incident is triggered.

EDIT: Stalker long preview
(https://i.imgur.com/q2ANjKL.gif) (https://i.imgur.com/Wb7zIDz.mp4)
(Click for sounds)
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 14, 2022, 11:21:10 AM
Hey guys. I am PRESSING for V.O.I.D. to come out this Saturday for 1.3 because next week I will be on exercise all week. Week after that? Maybe on exercise all week again. If I miss several features I intended to release with it, then it'll have to wait till 1.4 cause we all know this mod has taken long enough.

Here's what I've been working on.

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

So in the world map, you will see this upon visiting a V.O.I.D. settlement. What is it? It's an enlistment button, but the only way in is to enter the correct code. The code is secret, those who know Dead Frontier may have a rough idea of what the code will be.

Upon entering this code, V.O.I.D. if hostile will become friendly and you will gain access to all of their facilities.

(https://i.imgur.com/DpxAuEL.png)
Hospital UI
Unsure what to call this yet, but their hospital is a non-hospital. You just get shot with Nerotonin-2 and any lost limbs or any problems with your health is gone. I am unsure how Taranchuk coded it, but they're either going to heal you all at once or it will do it gradually. Also unsure if it costs silver but it likely will.

(https://i.imgur.com/RDHQOuT.png)
V.O.I.D. Issue
So let's say you managed to enter the code because some dude in the frickin comments of the mod told you what the code was after they went out of their way to do all the hard work and decypher it. You will get:
x3 V.O.I.D. armour set
x1 Dusk Razor
x1 Dusk Enforcer
x1 Corpse Destroyer

- Implants? Unsure if I should do a separate implant box or throw it in there. For the sake of saving UI space, maybe I will throw them in here. Some basic member ones including the half-cycler

(https://i.imgur.com/a1ZtGRo.png)
Provisions UI
You get:
- Caviar
- Red Wine
- Nerotonin-8B

(https://i.imgur.com/xA4rJBK.png)
Salary UI
You get paid every week. I don't know how much yet, I'm thinking pay the player in silver and gold.

Fun fact to non-Dead Frontier players, this is the in-game logo for credits in the official game.

(https://i.imgur.com/BioPPs3.png)
Storage UI
Place to store your things

(https://i.imgur.com/we2hjaK.png)
Mission UI
Hard to do a hologram if it's a UI behind a greyscale background RimWorld has, so I went with a tweaked iPad image. iVOID kkkk  ;D

(https://i.imgur.com/2CQJtmk.png)
Mission screen UI
Again, wanted to do a bombastic big UI Screen with holograms but ultimately went with a corporate looking projector screen with imagery from a holo projector. Thought keeping it simple worked in this case. Unsure what music to pick that plays in background yet.

(https://i.imgur.com/RhQt5kY.png)
Retire UI
If you leave V.O.I.D. you can never join them again. The UI for the passcode will disappear forever. You also get -100 relations.

Final UI pieces I must do:
Radio
Implant Box??

Then:
- Off to finish all worklist tasks
- Fix all the things needed for enlistment
- If possible, ideology for V.O.I.D. (if not, add it in 1.4)
- Rumbler, Tendrils for Nerotonin-4 horde hidden faction. (if not, add it in 1.4)
- Voidtech turrets for their base defense (if not, add it in 1.4)
- Custom beds for their settlements (if not, add it in 1.4)
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 16, 2022, 01:05:42 AM
Hello all. Sorry to say but there may be no V.O.I.D. release this weekend. This is due to the enlistment system not working at all. There's also an issue with shield belts that didn't exist until Taranchuk's last update, which means all of it is waiting on him to be fixed. I've worked day and night on it, we're leaving for exercise today in a few hours so it's not as if I didn't try.

Can't rush him if he doesn't wanna fix broken mods in the weekend, can't blame him for having other things to do.

Anyway as compensation for this, I prepared a mod all in one day for all of you that I intended to release alongside V.O.I.D. anyway.

Here it is:


1.3 Google Drive (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)

Mod added:
[RH2] DOOM
(https://i.imgur.com/zAvicPR.png)

Description:
Featuring remastered equipment from the [CP] DOOM 1.0 Mod.

(https://i.imgur.com/OZ73ag5.png)

(https://i.imgur.com/u2PcZfK.png)

Planned return for all gear, currently only includes:
- Praetor Suit
- Praetor Suit Helmet
- UAC EMG Sidearm
- Super Shotgun

"At Doom's Gate" scenario:
You've just escaped the destruction of a UAC installation. You woke up naked, grabbed the nearest sidearm and donned the enigmatic Praetor Suit.
After going through what can only be described as a literal hellscape, you now find yourself in an Outer Rimworld.

Will things be different here?

(https://i.imgur.com/4C8L9Qr.gif)

More details & previews on steam page:
https://steamcommunity.com/sharedfiles/filedetails/?id=2875842250

(https://i.imgur.com/SgQgR4W.png)
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on October 16, 2022, 02:17:26 PM
Sooo, there is hope for Rimmunation 1.4. Yaay. How are you?
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 18, 2022, 07:03:50 AM

1.3 Google Drive (https://drive.google.com/drive/folders/18BvhRYve9SFydJ29W6tj88bhWP9fwhsc?usp=sharing)

Mod UPDATED:
[RH2] DOOM
(https://i.imgur.com/wEQwj1E.png)

(https://i.imgur.com/H8j5T2d.png)

Changes:
- UAC Plasma Rifle added
- preview.png improvements

Too busy to do any more guys. Just wanted to brag about the idea that I may be the first modder in RimWorld to update a mod during a military exercise after a night out drinking, ehehehe gonna wait for that medal Mr. President  8)


News about V.O.I.D. is that Taran updated all C#. Soon as I have free time and we aren't occupied all day, i.e. this Friday, I will do all the needed .xml stuff and update V.O.I.D. and release it here.

Quote from: Skynert on October 16, 2022, 02:17:26 PM
Sooo, there is hope for Rimmunation 1.4. Yaay. How are you?

Good bro, great to see you again. Will bring down more updates soon.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on October 19, 2022, 05:01:43 AM
Dont rush it, also I need hello kitty M4A1 for kids.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 19, 2022, 05:16:03 PM
Hey all. Busy as heck still. Sorry but there's no updates in this post, just reporting my plans for DOOM 1.3-1.4. Found out I'm on a green exercise next week, which means lots of woods, lots of stinging nettlez, thorns and Ivy. It's gonna be great. More time off modding, less time sleeping, but we're living the dream so there's that.

With that said, I want to let you guys know that someone gave a sizable donation in ko-fi, someone who is very obviously in the US military without telling me he's in the US military. (He cried RAAAAH, probably a Marine) I wanna thank him personally if he's reading here, don't think it's okay for me to share his name so I won't bring it up.

Because of his donation, DOOM will expand beyond the UAC.

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

It's not just gonna "DOOM Factions" for 1.4 with RH2 high def graphics, it's gonna be "DOOM Expansion" for RimWorld.

Expansion will include:
- UAC Faction
- Utilitarian Faction
- Bounty Hunters Faction
- DOOM Demons (will probably name their faction "Hell spawns" or something cooler like that, just for laughs maybe call them "Typical Hawaiian Pizza enjoyers" or "TikTok Squad".)

I'm joking about the pizza. Pineapple is good on pizza.

UAC
- Typical UAC guys you saw in previous version with now colorable power armors planned.

Utilitarian
- Let me refer to this old post from years ago:
Quote from: Chicken Plucker on August 21, 2018, 06:15:06 PM
*snip*
(https://i.imgur.com/3UYsqyN.png)

This is the current thing I have. This will be a new piece of equipment for end game Rimmu-Nation gear. I bleedin' struggled drawing the helmet, but I'm happy with the results. I think there's an improvement there somewhere.

Took me around an hour to do just a front view for the hulk plus the helmet, but when I get the hulk views done, the other body types follow, easy peasy.

Based on of the concept arts of the Utilitarian Power Armors for DOOM 2016 multiplayer.:
(https://i.imgur.com/9vWYU8J.png)
by Emersun Tung

*snip*

Utilitarian is commissioned already, it's going to be done by Fiendakko. He's doing 4 sets of armor. I have chosen to take liberties seeing as they have no real lore in DOOM apart from being part of MP. While he's on this, I'll be working on UAC. And hopefully if JangoD'Soul accepts my offer, he will do Bounty Hunters armours and after ripping and tearing me wallet, it'll be three factions with ally armours done in triple time.

Utilitarians will be a Private Military Company group that is commissioned by UAC. They are there to help fight demons and provide UAC support against the other unwanted enemies that is giving Union Aerospace some dramas. They will use UAC equipment, but they have their own brand of armor that is slightly tankier than UAC armours, albeit they will restrict mobility significantly compared to UAC armours. Utilitarians will also have less implants seeing as they are closer to being normal people like us, only their higher end guys will probably be riddled with bionics either due to choice or because they survived a lot of bad days on the job.

The Utilitarians are typically ex-military guys who didn't wanna be a part of UAC. Better trained but they lack the technological advancements the faction has. Luckily for them, a lot of their equipment comes from UAC due to the demonic invasion so they will do a bit better in combat.

(https://i.imgur.com/q0U8eiT.jpg)
(credits to Dario Romita, DOOM 3 remaster model of MG-88 rifle)

My plans for their main weapon is the basic assault rifle from DOOM 3, the "MG-88 Enforcer" since these guys from Utilitarian aren't originally UAC. (No plans to do all DOOM 3 weapons since it will cause much duplicates) Their lower tier to mid tier folks will have nothing but the rifle, their higher end guys will then have access to UAC plasma rifles and heavy assault rifles, probably not the BFG and whatever else like GAUSS Cannon.

From that description, you can imagine Utilitarian infantry will be closer to real life soldiers not running around with whatever cowboy weapon they want, instead they have issued rifles and they will be riflemen in fireteams, not whatever the hell big gun you pick up to storm a base like UAC does with their troops that lead to massive casualties cause Bob there wanted to play with the GAUSS Cannon during CQB.

Bounty Hunters:
(https://i.imgur.com/YpRcCcS.jpg)
- Outlaws. Mercenaries. Hired Guns. Bounty Hunters are unofficially hired by UAC to help deal with the demonic invasion. Being a bunch of intergalactic trigger happy mercs, bounty hunters treat everybody except the employer hostile. By employer, I mean the singular guy who pays the bills, not including everyone else in the organization.

My original plan is to have them be non-hostile to UAC, and if you enlist (to the UAC) the bounty hunters turn neutral to you. My second plan is to just have them be permanently hostile, powered armor wielding pirates who do what they want, way worse than the UAC guns blazing, pretty much.

Bounty Hunters have access to all kinds of gear, they are some of the best at what they do, unfortunately also some of the most psychotic, untrained, undisciplined criminals as well among them. They have mixed bionics, they have UAC weapons.

The gist of their backstory is that UAC hired them to help clean up their mess in several places the UAC is involved in, however due to the horrible reputation of these bounty hunter groups, they aren't officially hired by the UAC. They are performing black operations, they are killing civilians, they are getting into fights with the more professional and disciplined Utilitarian group, and they are also taking contracts from other organizations to take out some figureheads within UAC itself.

Inspite all this, they are secretly on a UAC Payroll from the top and are supplied as such, so this leads to them having access to better equipment than the Utilitarians.

(https://i.imgur.com/TLpql9V.jpg)

I'd write more guys, we know the stars of the show will be the hellspawns with their crazy rocket arms and rocket doot skeletons. I'll try to do at least 6 types of creatures from there and then go on.

The UAC and Utilitarians are definitely coming. Bounty Hunters need a budget, donations on my ko-fi would help but I'll get it regardless. Donations only speed up the process and I wouldn't want to pressure people or force them to prioritize pixels over bills.

Anyways folks, that's the plan for DOOM after VOID, it's what's coming next.

After DOOM, I'll get back to RH2's bread and butter tacticool factions leading with MSF and the bad guys in tactical gear.

Quote from: Skynert on October 19, 2022, 05:01:43 AM
Dont rush it, also I need hello kitty M4A1 for kids.

Thanks bro, not trying to, but will get it done asap  8) 8)

And no more hello kitty  >:( >:(
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on October 21, 2022, 07:31:28 AM
Nice!
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 23, 2022, 07:29:16 PM
1.4 updates: Google Drive Link
(https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
(https://i.imgur.com/3CTLgDe.png)

Special thanks to Taranchuk for fixing a ton of the issues, the updates won't be possible without him!

Hey guys overextending as it is updating all weekend. I've got another week of exercise. I've still gotta pack my crap, but here's the 1.4 updates. If it isn't updated yet, it's because it has a lot of problems that need to be dealt with later on. I'm waiting on Taranchuk to sort some stuff out that is severely broken, and I'd rather not risk saves.

(https://i.imgur.com/gTGlVp3.png)

(https://i.imgur.com/zPWBmQ6.png)

For DOOM, Implant texture has been changed and Heavy Assault Rifle has been added for 1.4.

Backstories for DOOM and Task Force 141 are a new feature, in that their factions now spawn custom backstories made by myself.

(https://i.imgur.com/G0iiQmI.jpg)

(https://i.imgur.com/qvehLkG.jpg)

(https://i.imgur.com/vSgppr8.jpg)

(https://i.imgur.com/oqX7lwg.jpg)

(https://i.imgur.com/hSnZaQ9.jpg)

(https://i.imgur.com/57SMcx7.jpg)

(https://i.imgur.com/B5DQcBc.jpg)

Kept the backstories for the military generic as for you guys to fill in the blanks in your heads "Military" or "Special Forces" could be anything, any branch from whatever nation. It fits in RimWorld imo. Also saves me time from naming every military branch in the world, gotta go to me bed as of now mate oh me days

Also conscripted child has a pronoun error, will fix after this post edit

Mods that still need fixing for 1.4:
- VOID Faction
- Rangers Faction
- Rimdeed
- Uncle Boris' Used Furniture


Will update front page later, on a rush today guys. See you on the other side!

Quote from: Skynert on October 21, 2022, 07:31:28 AM
Nice!

8) 8)
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on October 24, 2022, 06:14:47 AM
I like that backstories
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 24, 2022, 08:29:54 PM
1.4 updates: Google Drive Link
(https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
(https://i.imgur.com/BYVgcsj.png)

Rimdeed updated as well, thanks to Taranchuk making fixes. I decided to go back to the old style preview for old times' sake before the Indeed company took the mod down for some time.

Reminds me of my friend Mario who helped bring the mod back up. You guys shoulda seen the extremely annoyed "go away" tone this valve copyright team support lady gave us, since she wasn't aware that Mario already spoke to the a lawyer from Indeed, she thought we were just bothering her again to ask about the mod, so she told me in a long paragraph to pretty much go away and not to message her again. Mario told her to read a message he sent about a week ago she ignored that had an official document attached to the email signed by Indeed's rep and she immediately shifted her tone and finally, Rimdeed was reinstated in workshop.

(https://i.imgur.com/Vkd4MuQ.png)

Uncle Boris has been updated, had some upcoming features I decided to separate and ask Taranchuk to make fixes to.

Here it is:

(https://i.imgur.com/1Q2w336.png)

Preview is Adler, yes. Gonna have to finish the art later, its taking long today and I gotta go bed

Currently working on this new mod, just some work needed on preview and descriptions, but it is a chair where you can place prisoners and repogram their minds. You place them in the chair through prisoner dialogues and they basically have a catatonic breakdown for a long time after being brainwashed and all their resistances are reduced to 0.

The requirement for this chair to work is a closed room with your chair on it, with a television screen facing the chair.

Anyway guys off for today, going to sleep. Will see you guys soon.

Rangers is still broken with jetpacks but most of it is fixed now, Taranchuk says he'll sort it tommorrow. Am on green exercises, thankfully not the kind where I'm sleeping off-camp. I'll be able to do updates when possible.

Love ya folks

Quote from: Skynert on October 24, 2022, 06:14:47 AM
I like that backstories

Glad you like em bro, will probably do more. I don't know about doing backstories for rangers but I'll have to add a bit more for 141 in order to not make it seem to repetitive
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 25, 2022, 03:12:04 PM
Hey guys. Still waiting on Taranchuk to fix Rangers and a bunch of other issues turned up on First aid.

Here's updates on Rimmu-Nation 2 Clothing and Weapons.

Mods updated 1.4 (please see link above)

- Rimmu-Nation 2 - Clothing: Level 1 backpack description fixed
- Rimmu-Nation 2 - Weapons: M4A1 rotation fix


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

Next weapon for DOOM is the rocket launcher. No model for SFM is available so I had to do a low res picture little by little. Wanted to continue brainwash chair today but some errors appeared and I am too exhausted to deal with it. Too much sleep deprivation, it's affecting my performance at work. Will leave it for the weekend.

Cheers all
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on October 27, 2022, 03:34:56 PM
QuoteCurrently working on this new mod, just some work needed on preview and descriptions, but it is a chair where you can place prisoners and repogram their minds. You place them in the chair through prisoner dialogues and they basically have a catatonic breakdown for a long time after being brainwashed and all their resistances are reduced to 0.

More warcrimes yaay! That's... <redacted>
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 29, 2022, 08:25:59 PM
1.4 updates: Google Drive Link
(https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
(https://i.imgur.com/PBfOGOQ.png)

Special thanks to Taranchuk as always for his updates

Updated:
[RH2] Faction: The Rangers
BCD: First Aid


These two mods are now 1.4 ready, First Aid was uploaded earlier but threw errors for performing first aid on animals.

Rangers has jetpacking for caravans currently disabled due to unpredictable issues coming up, so it's just out for now.

Progress on Uncle Boris' - Brainwash Chair:
(https://i.imgur.com/GffT5yD.gif)

- Preview is done

.xml side of things and a lot of issues hashed out but there's still a bunch of things. Full feature showcase will be displayed with release later.

As it stands, there's a feature which lets you change personalities for your prisoners and pawns but its being buggy. I've also requested it to break the "unwavering loyalty" trait in this latest 1.4 change, it's gonna be ridiculously OP when it's out.

We've got a job to do.

Quote from: Skynert on October 27, 2022, 03:34:56 PM
QuoteCurrently working on this new mod, just some work needed on preview and descriptions, but it is a chair where you can place prisoners and repogram their minds. You place them in the chair through prisoner dialogues and they basically have a catatonic breakdown for a long time after being brainwashed and all their resistances are reduced to 0.

More warcrimes yaay! That's... <redacted>

We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do. We've got a job to do.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 30, 2022, 07:48:50 PM
1.4 Beta access release: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
You will find the mod including the radio add-on updates for 1.4 under the Uncle Boris folder

(https://i.imgur.com/E4T89Lo.png)

"We've got a job to do."
- Adler

Description:
The brainwash chair, developed from the long lost files of Project MK Ultra, is a permanent solution to your uncooperative prisoners.

Instructions for use:
- x1 uncooperative prisoner
- A room that is sealed with the brainwash chair facing any form of television
- Select "brainwash recruit" option in the prisoner interaction menu
- After brainwashing, your prisoner will undergo a catatonic breakdown of up to 3 days.

Feature list:
* Brainwash pawns into reducing their will and resistance to 0
* Working on unwavering loyalty
* The ability to brainwash pawns into changing their traits and passion levels for things through brainwashing
* Mod settings to allow modifying pawn backstories and abilities through brainwashing

Credits:
Taranchuk - C# coding
SirLalaPyon - Building art
Treyarch - SFX
Activision - Call of Duty

( I know I said full feature release showcase, but I'm sorry guys it's so late and I'm burning through sleep time, and it's still a Beta release so instructions will have to do for now )




Note: Planning on slapping the chair under Multi-Analyzer research and calling it a day. Yes, the mod is extremely unbalanced once you have the power to brainwash prisoners. Unfortunately perfectly balancing such a feature would require a lot more thought and resources, both of which I am short of due to lack of time and cash money. I'm happy the chair works and it does something cool. Thanks to Taranchuk as always for coding it!

Hey guys I've decided to release this in early beta access for Ludeon fellas only. I'm still hard at work fixing things for V.O.I.D.

V.O.I.D. Progress report
(https://i.imgur.com/nOy9bVA.png)
New faction logo for world map
(Decided not to use the copyrighted Cthulhu logo, but also wanted a more visible and defined logo still involving tentacles)

Tommorrow I am back to work, and it is also All Hallow's Eve. I don't really celebrate the pagan holiday, but it's the best time to release V.O.I.D.

Ready or not, it's coming out tomorrow at 20:08 GMT.

It currently has a few issues:
* New Implants not yet added
* New Implant textures not yet replacing old ones
* Implants not reworked yet in .xml

* Monsters not reworked yet in .xml (plans for nerfing all coming)
* Description edits for everything in .xml needs to be done
* VL and DH need to be added as new creatures
* Sound fixes for .xml to fix 1.4 errors
* Sound additions for new monsters
* Sound additions for hidden enlistment feature needs to be added
* Fix the cloaks in .xml, they're still white and the hood still isn't added
* Fix pawntypes to wear the correct apparel

Optional territory (if time permits)
* Nerotonin-4 variants for Evolved Longarms and Rumbler need to be added
* Hidden Nerotonin-4 faction need to be added
* All pawns apart from the lower tier pawns will have unwavering loyalty
* Change N4 conversion and rebirth chamber textures

Big problems:
* Stalker needs to be sorted out, it's doing strange things while moving, displaying the wrong views (It's not texture renaming error related. Possibly C#)
* Nerotonin-8B cannot be consumed, errors thrown. Need to be fixed.
* VOID armor shields not working

That's the tick list.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on October 31, 2022, 08:49:52 PM
(https://i.imgur.com/pXMEqE9.jpg)

After revamping the implants and beginning work on PawnKinds, its safe to say that V.O.I.D. has to be pushed back for November 1.

I've pushed my limits today in that I've skipped having a proper dinner and worked with the small amount of time I had for this, and it was still not enough to sort out issues. I fix one thing, 10 things break.

On the bright side, it's closer to finished than it was yesterday. Unfortunately work comes first, I have a duty to my job and we stayed in the office about an hour or two longer because of something incredibly silly regarding harnesses that were missing.

November 1 2022, 20:08 GMT is H-Hour for V.O.I.D.

If I can push a Beta before I go, I will leave it here. I've updated the ticklist above on what has been finished, but even that's generous since X-Dusk and Dawn implant hasn't been added.

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

(https://i.imgur.com/2ZnumOi.png)
(planned N-4 hidden faction logo)

Nerotonin-4 infected
undead horde

is a planned hidden faction with mainly Rumblers and Longarms that will spawn random raids against you. Even after defeating V.O.I.D. (if you manage to) the infected will remain under mysterious circumstances.

I'll do my best to include these lot tommorrow after I finish everything else in the list, at least I know the hard part is over.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 01, 2022, 07:18:09 AM
Great news fellas.

Just need to add new monsters and finalize changes with pawnkinds. Managed to blag my way at work cause it isn't busy, and a speccy looking asian guy like myself with a laptop looking busy (I was) was perfectly camouflaged by a desk. I just went to work on the Nerotonin Type-4 boys.

(https://i.imgur.com/YN8xLYZ.png)(https://i.imgur.com/tnaoBGN.png)(https://i.imgur.com/7OI2X5O.png)
Evolved Rumbler

(https://i.imgur.com/yvq5Odp.png)
Evolved Long Arms

These fellows, if you play the game, are incredibly rapid and resilient. I've decided to tone down their damage since its some stupid amount higher than even the Titan. I'm not gonna lie guys, they're dangerous. They come from a zone in the inner city of Fairview called "Death Row" for a reason.

The textures are not final, I will reduce shading as I plan to and obviously, finish all views. Later on I can add other iconic zombies like Tendrils and whatever else I could grab when the mod is out, but these two lads are a must.

I've made the mod work! It is error free. All implants are final, descriptions for implants and weapons are 100% checked and done.

The only issue now is descriptions for monsters, adding them, tweaking stats, sounds and etc.

PawnTypes also need some polishing, then we're off to working on the graphics of the Steam page.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 02, 2022, 12:36:46 AM
1.4 Beta release: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
You will find the mod including the radio add-on updates for 1.4 under the Uncle Boris folder

(https://i.imgur.com/An8ej8K.png)

Edit: Updated shortly after post with fixes
- Devil's & Volatile Implant nerf
- Stalker is now under N-4 Infected's faction. Not V.O.I.D.
- Fixed errors with Big Brother pawntype

Long story short H-Hour was unfortunately missed on steam. More breakages and overextending. Was forced to release in beta rather than delay further guys. See you soon.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 02, 2022, 08:51:49 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/qSfLBEt.gif)

Updates:
V.O.I.D. Faction (BETA)
Changes:
- Deleted all pre-made faction bases in order to stop errors, you must start a new save to see this effect. If you wish to continue your save, you must destroy all V.O.I.D. sites in your world map to prevent errors.
- Nerf for Volatile and Devil's Heart implant. Lower protection, VLI no longer has tools
- Fixes in C#
- Sounds for Voidtech arm sounds like Archotech arm now
- Nerf for all monsters. Speed, health and attack cooldowns reduced
- Nerf for Amputator and Dusk Razor
- Fixes in .xml, patches for monsters to have faster decay
- N4 control implant patches for monsters
- Credited Mehni
- Removed Titan implant. If you get errors, please ignore this and save over it. You likely did not have it spawn in your world unless manually spawned.

- Task Force 141 Faction
- Rangers Faction
- Randy Burgers mod

Changes:
- General enlistment.dll changes
- Audio error fixes for sodas in the mods

(https://i.imgur.com/Qiv6jE1.gif)
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on November 03, 2022, 09:27:07 AM
I still not added VOID to my mod list. Im playing as tribals, so I want peace because our only gun is hunting rifle left as gift by <redacted>. Oh, and my pawns actually drink muff and root beer. They just... did not had time for recreation ;/
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 05, 2022, 08:10:41 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/do82f9l.png)(https://i.imgur.com/ak6j0m3.png)(https://i.imgur.com/lb7Hmv1.png)(https://i.imgur.com/AODBr4C.png)

Added new creatures folks. They're nowhere near as big of a threat as the current roster, but they're still pretty bad.

Changes:
Update pushed:

- Added Tendril, Reaper, Roid Hulk and Bone
- Deleted obsolete apparelbase and old Red Horse 1 thingcategories
- Replaced obsolete apparelbase with vanilla and old categories with new ones
- C# fixes with incidents not firing
- ShipPart incidents renamed
- ShipPart incidents now work
- FactionHidden for N-4 horde changes
- Evolved Long Arms and Evolved Rumbler speed nerf + health nerf
- More monster balancing in general
- Description changes for monsters7
- Voidtech implants have new HD textures
- VOID is no longer a permanent enemy, however they will begin non-neutral. This needs to be fixed
- Mother vomit attack disabled to stop issues
- Stalker movement and HP nerf
- RoidHulk sounds missing fix
- Reaper west view fix
- N4 spawn fixes for Death Row lot


More updates coming soon, flagged three massive issues to Taran and he should be amongst it today.

Note to self: Credit the ko-fi supporters for V.O.I.D. and also credit the people behind the SFX

Quote from: Skynert on November 03, 2022, 09:27:07 AM
I still not added VOID to my mod list. Im playing as tribals, so I want peace because our only gun is hunting rifle left as gift by <redacted>. Oh, and my pawns actually drink muff and root beer. They just... did not had time for recreation ;/

Could only trully recommend the mod after it's fully updated and released anyway bro  :o
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 05, 2022, 09:51:33 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/KiTsIsm.gif)

Mod is almost out of Beta folks, just a handful of fixes left to do, and it's mostly incompatibilities. The main issues lie in base generation now, then we're out of Beta and the mod can finally work as nature intended.

Changes:
Update pushed:

- Advisor dialogue additions
- V.O.I.D. Contact event no longer bugs out, interaction will continue as intended and VOID will turn neutral to the player once they arrive for your options
- VOID base generation removed again to avoid issues
- VOID planetkiller event base generation glitch fixed (Incident is still bugged however, will fix)
- Stash quests causing infinite errors with this mod enabled fixed
- Mother vomit attack disabled to avoid error of screen shaking

To do:
- Fix ranged attack coding to stop incompatibilities with Alpha Animals
- Fix base gen and planet killer incident
- Change shieldapparelcomp namespace


NOTE:
To those who began playing with the mod before changes and wish to experience the mod as intended, you may need to start over a new save since the issues in the previous versions may persist in worlds already generated, i.e. permanent enemy version of V.O.I.D. as a negative effect, you can't join them. (if you know how to)


EDIT
sorry troops (yeah I just called everybody troop like Im a staffy or something) forgot to mention this last night but I updated Rimmu-Nation 2 Clothing

Rimmu-Nation 2 Clothing
- Inverted respirator values since toxic sensitivity stats became inverted. Now it adds resistance
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 06, 2022, 11:25:49 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Uncle Boris' - Brainwash Chair
(https://i.imgur.com/2LuDyLv.gif)

- About.xml edits
- Research now required:
* Multi-Analyzer
* Tube Television
* Complex Furniture

Mod is now out of Beta, just needed some tweaks. See you soon with more updates folks

Preview, brainwashing:
(https://i.imgur.com/LH9MxhX.gif)

Preview, editing passions and traits through brainwashing:
(https://i.imgur.com/Tob8Lgs.gif)

In case you guys didn't get to see what I edited on post above, here it is:
Quote from: Chicken Plucker on November 05, 2022, 09:51:33 PM
EDIT
sorry troops (yeah I just called everybody troop like Im a staffy or something) forgot to mention this last night but I updated Rimmu-Nation 2 Clothing

Rimmu-Nation 2 Clothing
- Inverted respirator values since toxic sensitivity stats became inverted. Now it adds resistance
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 06, 2022, 07:21:42 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/zSP1Rg8.png)

VOID faction:
- Ideology fixes
- Bodypart group fixes for N4 creatures
- Devil Hound fixed, had incorrect sharp protection
- DH south texture fix
- Volatile Leaper, Black Titan, Devil Hound and other N4 general slight buffs on attack speed
- Volatile Leaper armor rating for sharp and blunt nerf, reduced by 10%
- V.O.I.D. advisor dialogue fixes for less confusion
- Melee weapons slightly buffed (not including chainsaw)
- More backstories added for VOID pawntypes in order to stop shuffle related errors
- Removed DOOM backstory defname due to mod conflict it's causing, may cause an error and cause pawns losing adulthood backstories, unfortunately a result of this. Will prevent issues in the future however
- Tweaks to N-4 wanders in, now they are permanently manhunter
- Trading added for VOID, restricted to members of the faction. Currently bugged, needs to be fixed

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

DOOM:
- toxic resistance inverted
- More backstories added to prevent errors with shuffle




Hotfix
VOID Faction
- More memes banned to prevent weird memes in ideologies
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 07, 2022, 08:32:03 PM
Hey guys, currently a gloomy time for me stressing about VOID and when it's gonna leave beta. Unfortunately as I've said on the steam page, the finish line keeps stretching as more and more problems come out when one issue is solved. I put my confidence in Taranchuk cause I know he can do the job, and I have confidence in myself in that if all else fails, I can restore the mod to how it was when it first came out. Worse case scenario, I blow over 500 GBP for the V.O.I.D. mod, which was its total cost in commissions combined with art and coding through out the years, only to remove a lot of what I paid for because I don't want a broken mod to be forever broken on release, and to be streamed by streamers showcasing its massive issues, with the mod eventually turning into a joke.

Thats the worst case scenario, no use in dwelling on it. That's also enough stressing about it, I'll keep praying over it cause I trust God more than anything when it comes to my worries, on top of other things I pray for.

DOOM progress

Something more light hearted to get the blood pumping, here's progress on DOOM in the meantime.

(https://i.imgur.com/GnHEz3R.jpg)
(A slayer pawntype appears in Rimdeed)

(https://i.imgur.com/dG29fFs.png)

Rocket Launcher is still in progress, it's a pain guys. I got a low res reference, not a 3D model. It has a cocktail of blurry lightning and colours I have to work with, and I have other mods I'm working on so its just been on and off with progress.

Here's some good news. JangoD'Soul is in charge of Bounty Hunters. He is commissioned to do the armours for the faction.

Here is his progress:
(https://i.imgur.com/xo12dIF.jpg)

(https://i.imgur.com/JXk0CLE.jpg)

(https://i.imgur.com/K1mx5iu.png)

One armor 100% complete, the other 3 are coming as you can see. Bounty Hunters seemingly coming out first, ahead of UAC.

UAC is gonna be mine to deal with, all of DOOM mod's old armours, and Fiendakko will take care of the Utilitarian faction. I've decided to give Bounty Hunters the EnPro Plasma Gun from DOOM 3 since we can all safely assume it's not a UAC product, and the Utilitarian will use the MG-88 Enforcer from DOOM 3 since again, it's not a UAC product strictly speaking, so it means they can be their own entity and we can save UAC weapons for UAC alone. If the mods are enabled, I can allow tagging systems to let them take UAC weapons though I'll probably only let higher end pawns do it.

I am very tempted to make one power armor set for cultists in the mod, which will use a demon faction weapon i.e. (bolt shot or whatever that one is) and they will run around with demons and be the ones in charge of bases, allowing the demon faction to be defeatable.

Planned faction structures:

UAC - As UAC always has been, scientists and cowboy soldiers with UAC cerberus serum. UAC shield belt may return under a different name, will be labelled "UAC armor upgrade"
Utilitarian - Private military company. Their personnel are lacking bionics, their main source of protection will be their powered armour. Higher end units, if UAC is enabled, will have UAC plasma gun or HAR.
Bounty Hunters - Natural enemy, Mercenaries. Their personnel have all kinds of randomized bionics from other mods or vanilla. They are a bunch of cowboys, a lot like Utilitarian though less lawful and better equipped. Their culture is in raiding while Utilitarian is more about keeping the peace like outlanders.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 08, 2022, 09:31:41 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

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

Mod is out of Beta now folks. Taranchuk came through and fixed all known issues that isn't a mod conflict. I recommend starting your save over for a full experience, since VOID has base generation now. Best of luck to you guys, cheers!

VOID faction:
- Nerotonin-V now has toxic resistance
- Planetary killer issues with event fixed
- Trading with V.O.I.D. as a member of the faction has been fixed
- Begging and never being able to annoy V.O.I.D. fixed
- Conversion chamber incidents are no longer V.O.I.D. the monsters inside are from the N-4 faction. DO NOT DISTURB.
- Shieldbelt namespace changed due to MoHAR conflict
- VOID alliance issues resolved (If you have VSE, and alliance issues are continuing, it is a VSE sided conflict with our events, it has been flagged to legodude)
- VOID Base generation issues resolved. VOID Bases are now a thing. Goodluck.
- Red Zone N4 variants health buff
- Fixes for implants
- Fixes for hybernation chamber being craftable
- Corpo double bed drawsize fix
- V.O.I.D. Implant added for Big Brother pawnkinds
- Hediff vanilla injuries duplicate in .xml deleted
- DH sharp armor buff by 5%
- Hotfixes on VOID N4 events
- Credited ko-fi supporters who helped get mod out of beta
- Trading fixes so VOID can sell their implants and melee weapons
- Raid types mixed up

Rangers Faction:
Task Force 141 Faction:

- Enlistment.dll update alongside VOID
- Shieldbelts.dll update alongside VOID



Updated
141 Faction
Rimmu-Nation 2 Clothing

- Balaclavas now cover neck to prevent multiple being worn


Hotfix 2: The Squeakwel
VOID Faction
- Removed logspam of voidenlist, Taranchuk just hid the tick
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on November 09, 2022, 04:15:21 PM
I always forget to look here, forum dont send me notifications. I added VOID to a tribal run. How bad my situation is? I heard that it is/was hardest enemy mod ever
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 09, 2022, 08:12:55 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/eTKyZN7.png)

Special thanks to Gur for funding the war effort. He's paid an exorbitent amount of money to update this mod in particular. Taranchuk flagged me cause he was asking anybody to update it. I didn't want people making profit off of my own work, and having the extra cash money was nice to fund projects here. Much thanks to Gur, I was concerned at first cause it was a lot and I didn't want him doing this out of some concerning welfare reason.

If you're reading Gur, we love you mate. The mod made it in time for Remembrance parade, an event which I am actually going to attend, hence I am so busy(er) lately.

VOID faction:
- Grinder damage nerf, cooldown increase
- N4 Implant prices fix
- Raids will now more commonly include the more difficult units to deal with

British Military Kit:
- Updated for 1.4
(Moved to Red Horse 1 folder in the RH2 Google Drive for 1.4)

(https://i.imgur.com/c4C793X.jpg)
Faction: 141:
Faction: Rangers:
- Reinforcements ticket nerf by a few hundred
- Rangers helmet toxic resistance fixed, stat inverted




DOOM
(https://i.imgur.com/tXRD6h0.png)

Am still on this launcher. Mans dying, yes, bloody busy and on leave I'll probably spend my whole time updating the mods.

On other new, Fiendakko is almost done being busy so he'll get to Utilitarian soon.

Halo
(https://i.imgur.com/bPZfCNu.png)
"uwu what's this?! Frickin busy and can't finish a rocket launcher but you got time mincing to do Halo MJOLNIR Mk V power armor?"

Yes. I will get to DOOM, and after DOOM we do the long due MGS faction and MGS update for the mod. However, hear me out lads, what if I make a barebones Halo mod because after MGS I wanna do Halo? Think about it.

The armor is white, will be colorable. When I do the helmet, visor may be gold like big ol John 117's so that it will resemble your Halo 3 default visors.


Quote from: Skynert on November 09, 2022, 04:15:21 PM
I always forget to look here, forum dont send me notifications. I added VOID to a tribal run. How bad my situation is? I heard that it is/was hardest enemy mod ever

S'bad bro  :o
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 10, 2022, 07:58:17 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/57t0sTn.png)

DOOM 1.4
- Slayer implant texture slight changes, yellow dot removed
- Slayer implant texture shows on surgery options now for 1.4
- Rocket Launcher added
- Vortex Rifle added
- Switched to 256 px resolution for projectiles from 512 px

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

VOID faction:
- Implants now show texures on surgery - Morphium




Hey guys, had a bad day today. Something something about the Army not caring if you're injured and wondering why you're failing a physical test because your physical injury preventing 100% capacity of your limb is all in your mind and you are making excuses.

(https://i.imgur.com/99TZQqb.png)(https://i.imgur.com/wa2MBjm.png)
Anyway guys, that's my venting out of the way. Would you believe it, Vortex Rifle took 1 day today to create and the rocket launcher took a whopping 5 or so? It's mad mate. The reference had so much incorrect lighting, red and orange and other blurry stuff I had to fill the gaps for. My next trouble is BFG 9000 cause the reference is the same, it's not a 3D reference from SFM or something where I can take its base appearance from so treat yourself.

That will be the next DOOM weapon coming.

Here's their projectiles if you are all interested:
(https://i.imgur.com/3eXOPXk.png)
- Vortex rifle projectile

(https://i.imgur.com/7DPTWTb.png)
- Rocket launcher projectile

Vortex rifle had its accuracy for mid and close buffed. It's also gotten an increase in cooldown time because it fires in 2 bursts now, as per normal for RH2 semi-automatic weapons (That aren't anti-materiel or a pistol). Of course if these get CE patches and you play with CE, they will behave differently from what I'm talking about.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 12, 2022, 06:44:52 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Uncle Boris' - Used Furniture

- Barrack bed
*Increased work to build and construction skill req is now 4

Hand-to-Hand
1.4 version updated, the long awaited "Fix this please" fix

Changes:
Weight vs Weight - You are more likely to fail triggering abilities on heavier enemies than the current pawn using the ability. Becomes near impossible with increasing weight differences

Failure on cooldown increase - 300 ticks increase across all skills (400 for RKO) upon failure to use an ability

Special thanks to Taranchuk as always for his C# coding




DOOM Progress
Queue the Mick Gordon music

(https://i.imgur.com/O7UONZN.png)
BFG 9000 is in progress.
It's big, it is taking long and it is a Big Fricking Graphic 9000

I also realized we don't have 8 weapons to go, but almost 20 weapons to go including the Eternal weapons, new MP stuff I wanna add and some DOOM 3 weapons. Ouch.

Logos:
(https://i.imgur.com/hGJih8G.png)
Bounty Hunters logo. I reconstructed it based on their logo in DOOM MP. It's awesome, I'm happy I saw it cause I think I couldn't have come up with a better one myself.

(https://i.imgur.com/js9NWnq.png)
Slayer's arrival logo, the DOOM scenario logo players get. It's 512 now, will be updated later. Taken straight off google and the game.

(https://i.imgur.com/rihDwwf.png)
512 logo of the UAC, It's pretty much taken straight off google so it has imperfections since the logo that I took it from already had imperfections and weird stuff

(https://i.imgur.com/5QQ2Sdq.png)
Utilitarian. This is their logo, I also reconstructed this along with Bounty Hunters logo. A bit of lore about them I found is that they're part of Titan Corp. Titan Corp from DOOM 2016 was a company that helped construct everything in Mars installation for UAC, so I'm guessing the Utilitarian guys really are private security forces  8) 8)

I have also commissioned AOBA to do 4 more DOOM armours. The Cyberdemonic armours.

The new plan is to have Cyber demonic ex-UAC guys with cerberus serum to be the reason why demons are running amok, and so when you raid their heavily fortified bases, they will have UAC weapons and they will be who you have to beat in order to get rid of the demons.

The armours look well.. Cyber demonic, but you will be a human wearing it. That's how the pawns are gonna be, just overzealous cultists with cool power armour.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 12, 2022, 12:17:55 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/5yQD7fb.png)
Faction - V.O.I.D.

- Dual Blade added
- All melee weapons buffed
- Stalker buffed, speed and health
- Ship part crash incident frequency reduced. Cooldowns increase
- dual blade made exclusive to big brother/sister and close protection V.O.I.D. members
- pawnkinds of senior status now labelled "senior member"
- reduced acid spread of volatile implant

(https://i.imgur.com/AGbKFgK.png)
Dual Blade
A once legendary weapon that arena users wielded in Fairview to take out minigun wielding enemies.

I added the Dual Blade for V.O.I.D. to step away from BFG 9000 for a bit cause it's doing my head in with how big it is, and I wanted the Big Brothers/Sisters to have a bit more variety in weapons. I also checked out Vanilla's monosword and I felt more liberated to buff the stats of the melee weapons since even vanilla has powerful melee like that.

Anyway, this thing is gonna sting. Nice prep for the Crucible later
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 13, 2022, 12:56:36 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod Added: (Beta)
(https://i.imgur.com/ISkhehy.png)

DOOM Bounty Hunters Kit
- Mod added, beta

(https://i.imgur.com/xqbIBCZ.png)
DOOM
- BFG 9000, DS-117 Shotgun and Crucible added

(https://i.imgur.com/PlDTQFD.png)
VOID Faction
- VOID Contact relations bug after enlistment and VOID turns hostile fix
- Base generation has no tiles under furniture fix
- Arresting pawns in VOID contact doesnt result in VOID attacking, they just walk away fix
- VOID pawns for planetkiller event stealing their own base furniture and leaving fix
- Updated enlist.dll

141 Faction
Rangers Faction
- Updated enlist.dll

Rimmu-Nation Weapons

- ACR rotation fix
Rimmu-Nation Security
- Volume fixes C4 and claymore

Rimdeed

- Trade-in error fix

Brainwash chair mod
- Multiple chairs for one TV error glitch
- Pawns having mental breaks during brainwash now prevented

- Credits to JangoD'Soul and Taranchuk.

(https://i.imgur.com/DqX4Soy.png)

I've gone and started using Vector magic to rush the BFG 9000 and other DOOM weapons. I've touched up some of the stuff but vectorizing the stuff to get the same effect of a few days/several hours of work including preview art is made so much easier and time is saved.

That said, I'm sleeping late and I have remembrance parade today. See you guys, enjoy as always.

(https://i.imgur.com/1JAXZtk.png)(https://i.imgur.com/4uRr9nv.png)
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 13, 2022, 08:20:52 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/u/1/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w)

Mod Updated:
(https://i.imgur.com/JXrb7Ic.jpg)

V.O.I.D. Faction
- Fixed planetkiller incident since reinforcements are too strong
- Added loot to destroyed conversion chamber
- Added loot to destroyed planetkiller weapon
- Removed point reqs for conversion chambers again, but cooldowns still intact
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on November 14, 2022, 03:07:07 AM
I just wanted to tell that fighting VOID with psycasts is so satisfying. Oh and did you saw this? Rimmunation by Tales of the Rim

https://www.youtube.com/watch?v=dPBLW1FJ5Jg
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 16, 2022, 02:25:37 AM
Progress report

Hey guys. Been working ceaselessly, not been sleeping right but you know how it is lads.



Progress on faction fixes, V.O.I.D. features and etc:
- Bug fixes
- Requested new features:
*"Protocol" - Players who join this faction may enter protocol codes which will lead to:
A) V.O.I.D. declaring peace to everyone because you have just given a super serious phrase that they have to follow
B) V.O.I.D. promotes you to advisor and you get extra benefits in the faction, i.e. pay rise and advisor related implants that was not available to you.

*"Hostage Rescue" - Event where a negotiator messages you to let VOID prisoners go or they're going to be upset

Waiting on Taranchuk for this to finish. Commission got inflated as per standard.


*Queue Mick Gordon music again* (https://www.youtube.com/watch?v=yeuT77krPrM&ab_channel=theodinson)

DOOM
(https://i.imgur.com/qbujKhI.png)

Preview art for Bounty Hunters. I didn't have a clue what to do and I didn't wanna grow too reliant on vector magic software, cause if I get carried away always using it, my style will be lost and I will pretty much be limited by the program.

(https://i.imgur.com/NHyiZmj.jpg)

The preview was inspired by this AI art. I needed some ideas so I wrote "Bounty Hunters from DOOM escorting a VIP" and got this instead. You guys will see the big title soon, just making some massive changes cause I ripped their stuff from 141 code. Yes, I know what you're thinking. The AI art looks better than my peasant stylized preview. Sadly the AI didn't get the bounty armours right.

(https://i.imgur.com/hRMeifR.png)(https://i.imgur.com/sHjnJEG.png)
Robo Cola:
From DOOM 3, will be a soft drink the bounty hunters will carry around.

(https://i.imgur.com/zGKpg2I.png)(https://i.imgur.com/I0PdGsF.png)
Sotoxi:
Again, from DOOM 3. I found old unused cigarette textures from 141, I figured, why not add it for Bounty Hunters. It will just be coded after smokeleaf, so you guys are looking at a box of smokeleaf cigarettes that look like normal cigarettes. 420 blaze this guys, this is how you know Bounty Hunters is the true gamer faction.

(https://i.imgur.com/wKyTqDx.png)
S3 Plasma Gun:
You guessed it. From DOOM 3. This is a variant of the UAC plasma gun, in fact it is the third model created for their security forces. Unfortunately due to its weight and unpleasant appearance in the eyes of a security advisor, Union Aerospace had the weapon replaced and thus, the next generation of plasma weaponry began development so they can get mag to grid, get rid of it.

This Series-3 model of the plasma gun is UAC surplus that ended up in black markets and sold to other agencies. This is where the Bounty Hunters got their free gucci stuff.
(https://i.imgur.com/qOLFGtt.png)
The plasm projectile of this weapon has more stopping power and is faster than the current generation of UAC Plasma projectiles. It has more damage, though the downside of this S3 Plasma Gun is that for longer ranges, it has less accuracy than the already lacking Plasma Rifle due to it's carbine nature, and it has a slower fire rate.

The Bounty Hunters use this as their main weapon, if you have DOOM mod enabled or other DOOM Factions later, they will also use current generation UAC equipment.

(https://i.imgur.com/1ikV6mG.png)
S1 shield belt:
Series-1 of the UAC shield belts. This the first generation of shield belts UAC made for security forces, it has been replaced due to no longer being deemed serviceable by their head of security. Their personnel required greater protection at higher rates of charging, which this shield belt does not offer as well as the successor does.

It is used by Bounty Hunters now. They knicked it from ebay and wish.com (true story)

UAC progress:
(https://i.imgur.com/IF3VQhy.png)(https://i.imgur.com/70GEl9R.png)(https://i.imgur.com/I7TUR8h.png)

Here he is, the Wildcat. Just his 'ead.

Behind schedule by my goal by 2 days. I intended to have 1 UAC armor per day but sadly guys, not the way the cookie crumbles. Other mods are in progress too. I have begun collaboration on the side with Halo armours, so standby on my word on that.

Halo is definitely happening after we finish DOOM, it may find itself having early small scale mod releases alongside MSF by the time we are finished with or finishing DOOM.



Quote from: Skynert on November 14, 2022, 03:07:07 AM
I just wanted to tell that fighting VOID with psycasts is so satisfying. Oh and did you saw this? Rimmunation by Tales of the Rim

https://www.youtube.com/watch?v=dPBLW1FJ5Jg

Hey bro! Sorry for my late reply man. I'm happy you're having fun for once with V.O.I.D. I remember you didn't wanna play with them initially. I did see it! I loved it, it was hilarious. I left a comment myself
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 17, 2022, 04:46:31 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod Added:
(https://i.imgur.com/Jlt7bTX.png)

Faction: Bounty Hunters
- Mod added

Updated mods:
DOOM
DOOM Bounty Hunters Kit (Beta)
- Thingcategories arranged

Randy Burgers
- Thingcategories softdrinks arranged

Rangers Faction
141 Faction

- Thingcategories softdrinks arranged
- Text to say why you're rejected if you try to join an enemy

(https://i.imgur.com/xLciBkX.gif)

Too tired, kept up all day and night fixing this. It's myday today.

https://steamcommunity.com/sharedfiles/filedetails/?id=2889605556

Here's full previews on BH faction, cheers guys
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on November 17, 2022, 08:36:53 AM
QuoteHey bro! Sorry for my late reply man. I'm happy you're having fun for once with V.O.I.D. I remember you didn't wanna play with them initially. I did see it! I loved it, it was hilarious. I left a comment myself

Dont worry. I know. But I decided to rp as Psy-Monks, and saw that you can reason with them. I choose 2nd dialog option and was peace for 1 day. Well it was their choice. I only hope that I won't be forced to use nukes ;/
Title: Re: [1.3] (WIP) Red Horse ²
Post by: williamb1995 on November 17, 2022, 11:52:52 AM
you no longer do mod spec ops or contemporary / modern warfare? like you did before
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 17, 2022, 03:13:45 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod Updated:
(https://i.imgur.com/UXQEo32.png)

Faction - Bounty Hunters:

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

- Changes to bionics for elites and boss pawns
- Drawsize of plasma gun reduced
- Changes to apparel spawns for pawntypes
- Warden mapping fix for coloring
- Fixes to enlistment typos
- More spawn changes


Gonna update main DOOM and get back to UAC. I didn't expect this much trouble with Bounty Hunters, but I need a break. All weapons need tweaking in terms of market value.



Quote from: Skynert on November 17, 2022, 08:36:53 AM
QuoteHey bro! Sorry for my late reply man. I'm happy you're having fun for once with V.O.I.D. I remember you didn't wanna play with them initially. I did see it! I loved it, it was hilarious. I left a comment myself

Dont worry. I know. But I decided to rp as Psy-Monks, and saw that you can reason with them. I choose 2nd dialog option and was peace for 1 day. Well it was their choice. I only hope that I won't be forced to use nukes ;/

Was meant to be coded to have a counter for rimatomics, I noticed it doesnt seem to be working, so I asked taran to sort that out  8) 8)

Quote from: williamb1995 on November 17, 2022, 11:52:52 AM
you no longer do mod spec ops or contemporary / modern warfare? like you did before


Hey brova. Mate, I am tired of the bloody stuff. I have remade it over and over every new version, I wanted to give something else a go to revitalize my passion.  I go to work, I wear a uniform, gotta get bollocked by people in uniform so if I have to see another uniform and a weapon all I think about is work, so I wanna give it a break and do something I find fun for the meantime.

I still wanna go back and do the things, but not now. I'll do them when I do them.

Speaking of which, I actually met SF the other day. I had to volunteer for some unknown exercise, then they told us last minute that it was actually playing terrorist for them. I got arrested, man handeled, smacked in the back of my head, gone deaf from all their breaching charges, feared for my life that the dog's muzzle would come off when they sent it in the building and it was all good fun. I still love it mate, just I wanna do things to how I feel the sequence should go in order for me to keep the momentum up.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 17, 2022, 09:35:06 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod Updated:
(https://i.imgur.com/KDm4CgL.png)

Faction - Bounty Hunters:

- Plasma rifle changes, it's near the stats as the original
- Volume changes
- Spelling errors in enlistment
- Reinforcements being not labelled is fixed
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 18, 2022, 02:46:58 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods Updated:
RH2 Faction - Rangers:
- Fixed errors with soda ingest sound effect

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

(https://i.imgur.com/0jS6xDA.png)

Red Horse 1: Classics modlist updates:
- Prisoner Outfit
- Portable Power Generator
- Retro Joy
- T-45b Power Armor
- Gunny Storyteller
- Uru Keomono Faces
- Uru Kemono Hairs
- Uru Rim Seraph Hairs
- Uru VOCALOID
- Uru Tohou Hairs
- Chicken Mitchell Hairs
- Metal Gear Solid Incident Sounds
- Metal Gear Solid Incident Sounds 2

These mods are now compatible with 1.4 and are in the Red Horse 1 folder of the Google Drive link. I suggest you do not enable ones like Chicken Mitchell that are obviously going to overlap with the new version, so conflicts will occur.

As for whether or not this can go on and I can maintain all these older mods, including factions, I don't believe that will be possible. They are easier to be rebuilt from the ground up, some already have been so instead I will continue with RH2. Ideology has done a number on all faction mods, and since I want enlistment and other new things such as the removal of re-using defnames for guns, we might as well.




UAC Progress:
(https://i.imgur.com/w4gWjbK.png)

First view for Wildcat Hulk. Only 14 more to go and not including the masking

Utilitarian progress:
(https://i.imgur.com/ejDjdcV.png)

Fiendakko is taking it slow, he's busy and he's still getting the hang of Utilitarian's freaky shapes. The current one shown is a WIP and I've been asking for revisions till it falls in line with our current style. I know its not the most consistent thing with JDS' stuff or other vanilla looking pieces we have, but it'll do.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 21, 2022, 11:38:05 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods Updated:
RH2 Faction - Task Force 141:
- Fixed webbing description

(https://steamuserimages-a.akamaihd.net/ugc/1192839008797175191/0297A32558F47330E1FC0F07573A2D6B86ACCC08/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://i.imgur.com/YuXiSP5.gif)

Red Horse 1: Classics modlist updates:
- Chicken Mitchell Hairs (again)
- (CP) DOOM
- (CP) DOOM Kit Classic
- (RH) UAC Kit
- U.S. Military Kit
- Rimmu-Nation Clothing
- Rimmu-Nation Gloves n' Boots

These mods are now compatible with 1.4, again guys, this is Red Horse 1 and not recommended by myself to be played with RH2 stuff, though you are free to do so if you wanna risk it. Conflict in terms of console errors is unlikely, you will only be running into duplicate items and overwritten items or textures going funny

To promote the coming of RH2 DOOM and UAC stuff, why not update the old version for people who just wanna play with the old stuff. Here it is as part of the Red Horse 1 - Classics update for 1.4. You will find all of these in the link above in the Red Horse 1 folder.




Hey guys, just checking in with progress so far on RH2 DOOM.

Wildcat
(https://i.imgur.com/xrdKbSJ.png)(https://i.imgur.com/rMCYcY4.png)(https://i.imgur.com/wicLK1F.png)

(https://i.imgur.com/5FgpEbx.png)(https://i.imgur.com/WbEPN6n.png)(https://i.imgur.com/KPF3BrY.png)

Shepherd
(https://i.imgur.com/nnjoaRx.png)(https://i.imgur.com/LlRdthH.png)

(https://i.imgur.com/h0OdhLI.png)(https://i.imgur.com/IWQwZ62.png)(https://i.imgur.com/XzlGS4d.png)

So I've finished Wildcat Hulk views, I am in the process of finishing Shepherd Hulk views, once done I can save them until I resize their stuff for the other bodies. Back to work tomorrow and I am actually very disappointed with my progress. Been struggling with motivation, sleeping regularly and just getting my arse to work on these. I aimed to finish DOOM weapons or some semblance of finishing it near to its 1.2 version this vacation along all UAC armors.

Unfortunately, rather than make use of my time, and I must apologise, I ended up lacking the drive to get the work done and finding myself just being anxious and depressive instead of being productive. I use modding as an outlet in the first place, but I don't know lads, dropped the ball. Been worrying about working and being in the army in general, just constantly trying to be impressive and performing to standards there has actually gotten to me when I finally have control of my own time.

That's enough of feelings and moping. I've got some good news.

I was initially going to hire JangoD'Soul with another 120 USD budget for Night Sentinels commission, knowing his expensive prices I was to ask for 3 armors and 5 helmets, with me finishing off 2 leftover armors by modifying his textures.

TMC came back to me and said he's open for commissions again, offering a cheaper alternative (though not to say he was intentionally trying to undercut anybody) so I asked Jango to cancel, told him I'm trying to save my chicken money and that I was going with TMC instead. No Jangos were harmed in the making of this forum post.

TMC has began work on Halo:
(https://i.imgur.com/NJCOaIN.png)

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

This is the recruit armor. As I continue DOOM and plan for whatever comes next, he's doing Halo and when it's ready I will make a faction starter to basically promote the bigger end of the project.

TMC is covering mostly Spartan IV armours, with the Mark VI being an exception due to it being a Spartan II thing. He's set for Spartan III stuff later, and Odstriman is in the team who I paid in advance, will be doing UNSC and old school guys.

TMC:
12 Armors Spartan IV and Spartan III variants

Odz
3 Non-Spartan gear, UNSC, Army and Marines, ODST
4 planned Spartan II variant armors - Mark V, EVA, EOD & Security

Plans to split up the UNSC in three factions:
UNSC Army - Army units, ODSTs with Spartan III as their elite units, Spartan II would be in charge of the faction as commander. This will represent Reach.

UNSC Marines - Classic Marines, ODSTs with Spartan IIs as their elite units. Generic officer in charge? No plans for officer uniforms atm.

UNSC ONI - All Spartan IVs, Spartan II in charge of faction. Black opsy stuff. I intend for them to do shady crap that will cause the other UNSC factions to turn hostile to the player should the player not give in to their demands (i.e. turning in your resurrector mech serum to them)




In other news, I have been commissioned to create anime android girls faction using Aelanna's stuff, so stand by for that cause I had to take the job in order to fund our current war effort. It is a necessary evil, I never intended to aid the anime waifus because they cannot be trusted and are sucking the soul of young anime boy fans, but I took the bribe ladies and German tanks. I understand if you're extremely disappointed, but because of the anime waifu faction coming, we can get Spartan Armors from all generations.

(https://i.imgur.com/fdbBlEA.png)(https://i.imgur.com/E9DDY4i.png)

HOTPATCHES HOTPOCKETS:
- RH2 Factions:
*Rangers
*141
*Bounty Hunters

- Faction resign button description is bugged to say nothing, this is now fixed

Also removed the old post I quoted from this. Am that tired guys, mis disculpas
Title: Re: [1.3] (WIP) Red Horse ²
Post by: williamb1995 on November 23, 2022, 11:11:19 AM
thank you  8) very much for the "red horse 1" updates, have you planned to do anything else? Rimmu-Nation Weapons maybe ?
you make people happy with the red horse 1.4 update
thx thx
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Skynert on November 23, 2022, 11:46:39 AM
Do you plan to make or re-make one your "bad guys" faction to 1.4? Umbra Company etc?
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 24, 2022, 10:50:01 PM
Hey guys. just dealing with crap at the moment, on top of bugs piling on.

Sadly no time to present fancy stuff I've progressed with, found major issues with faction pawns giving birth and I have some serious stuff going on irl so I apologise but I may be quiet for a bit.

Quote from: williamb1995 on November 23, 2022, 11:11:19 AM
thank you  8) very much for the "red horse 1" updates, have you planned to do anything else? Rimmu-Nation Weapons maybe ?
you make people happy with the red horse 1.4 update
thx thx

Will see bro, it's a lot of work because of changes with explosives and sounds. I thought RH2 weapons did a decent job taking its place anyway. Due to reasons I've just shared above, I am gonna have to slow down mate. I am dealing with things and increasing the workload just piles on the stress

Quote from: Skynert on November 23, 2022, 11:46:39 AM
Do you plan to make or re-make one your "bad guys" faction to 1.4? Umbra Company etc?

Hey Skynert, even worse than weapons. Factions had to be rebuilt from the ground up because of new 1.2 changes, especially with ideology. Frustrating as all hell when your communist faction is no longer.. communist

A lot of things have broken with factions and for me to invest a lot of time to fix it, may as well be working on a new mod or a remake. This was the reason for RH2 to begin with.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: williamb1995 on November 25, 2022, 12:50:39 AM
ok, we will be patient and wait for rimmu-nation weapon, thank you and courage for your work

we are old fans, we love old mods. so the old fans will wait, and then we can party
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 29, 2022, 11:16:31 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/QuO6Cem.jpg)

[RH2] DOOM
- UAC Chaingun
- GAUSS Cannon
- Plasma Gun

return

- Royalty DLC patch
- Baby bugs fixed through new pawnskills.dll
- Weapons resized

Special thanks to Taranchuk for C# and Wooden for his donation



GAUSS Cannon
(https://i.imgur.com/uSHzsgf.png)
Projectile:
(https://i.imgur.com/wngunLv.png)(https://i.imgur.com/90HMHp8.png)
UAC Chaingun:
(https://i.imgur.com/vzPGCq2.png)
Projectile:
(https://i.imgur.com/lO4XzG1.png)
Plasma Gun:
(https://i.imgur.com/SNGqCMG.png)

Hey all, still under heavy pressure this week. Been doing extra work in terms of physical training for my job, it's a lot of pressure on me to pass a test this Thursday. I have been modding when I can, so far today all I can push out is this DOOM update.

That program to vectorize things really helps speed things up, I hope you guys don't hate the textures. I've touched up what I felt like needed to touch up like a few missing details and etc.

Just to summarize progress lately:
UAC Armors have been on hold
Utilitarian has just finished its first armor under Fiendakko
Halo has just finished its first armor under TMC
Night Sentinels faction and armors has been cancelled for now since funding went to Halo instead
VOID will receive an update tomorrow along with all RH2 factions due to the baby bug going around breaking them all.

Tomorrow I have a lesson regarding first aid to deliver, then Thursday is my test. After this week, no matter what happens I can finally relax and do a bit more modding regardless of the result.

Quote from: williamb1995 on November 25, 2022, 12:50:39 AM
ok, we will be patient and wait for rimmu-nation weapon, thank you and courage for your work

we are old fans, we love old mods. so the old fans will wait, and then we can party

Yeah mate, depends on how broken RN Weapons is, if its a few .xml fixes I don't mind, but if they are absolutely broken like I assume the AUGER rifle is gonna be due to its .dll, I'm gonna have to cancel it for now.

I have plans to update the B18 SAS Black Kit and Marine Corps Kit since people have asked. I'll leave the Spetsnaz kit alone because it only had the Gorka and Altyn helmet which is in the Rimmu-Nation Clothing and even RN2 mods anyway.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on November 30, 2022, 08:56:29 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/GImkPEY.gif)

[RH2] Faction: Rangers
[RH2] Faction: Task Force 141
[RH2] Faction: Bounty Hunters

- Baby bug fixes
- Enlist.dll update

[RH2] Faction: V.O.I.D.
- General bug fixes for current known errors
- Increased intervals for monster SFX
- New variations of VOID bases (5 total)
- AI improved for the Big Brother pawnkinds, they will now pick up weapons after death
- Patches made for other map generation mods
- Baby bug fixes for all RH2 factions
- 2 new creatures added
- New textures for all conversion chambers
- Ranged Weapons from this mod and Melee weapons now have quality.
(Warning: Existing ones will be reverted to Awful as a result of this update)
- Promote to Advisor option for members, new Advisor provisions
- N-4 Horde is defeated if VOID is defeated
- VOID now responds harshly if you do not release their prisoners
- Option to convince VOID to declare peace with everyone.
- Reduced monster attack cooldowns
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on December 01, 2022, 03:58:51 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

[RH2] Faction: V.O.I.D.
- Big base gates opened up to reduce lag on map gen

EDIT:
More Updates:
- CE folder removed to stop errors
- Update to Red Zone pawnkind points
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on December 04, 2022, 07:26:34 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

[RH2] DOOM
- 1.3 version fixes for all errors




Just updated DOOM guys. Been relaxing, still dealing with things. I am likely gonna take a break this December and enjoy my holiday, cannot promise UAC by this year or more announcements.

Here's the roadmap for current plans:
(https://i.imgur.com/3nubYH2.png)

Made this, have big months coming my way and situations I gotta deal with in my career. Modding has gotten stressful again guys, not gonna lie. The bombardment of bug reports, most of the time not even RH2's issue, more mod conflicts and me having to repeat the same text over and over again "I can't replicate your issue" on Steam is driving me insane. That stuff has massively impacted progression of new features. Sad to say its not all what I'm complaining about, I just turn up with unexpected issues that Taranchuk has to immediately fix, soaking up more and more of the budget and time left for 2022.

I've already got things to deal with at work with me under pressure passing some tests and bloody having some rats green exercise coming straight after Xmas leave. 2 weeks of amazing food and getting fat straight to ration packs, not sleeping on stag and running around doing section attacks. GG King Charles, waiting for that Victoria Cross any day now mate.

I'll try and calm down this Christmas and get back in strong on DOOM guys. I want demons out sometime mid 2023 or sooner. If I keep burning out it's not gonna end well.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: tusyok on December 10, 2022, 08:53:18 PM
Sorry for bothering you, do you have any plans for the resurrection of your "present-day" factions mods (war mongrels/coalition)?
It could be just amazing. I hope that you will have the inspiration to continue working on them, one day. Till then - will be waiting eagerly.

Thank you for all that you do.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on December 31, 2022, 12:45:52 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Red Horse Classics - Fixes
- Chicken Mitchell
- ALL Urumi hair mods
* VOCALOID
* Seraph of the End
* Touhou
* Kemono Friends

- Error fixes

Q: Where's Rimmu-Nation 1? Where's the other military apparel mods bro?
A: Tried to patch Rimmu-Nation 1 for 1.4, too many things are broken especially in terms of C# for the AUGER so I sacked it. Other 1.4 ports aren't done because it's the holiday season and I'd rather have me holiday



To be done:
- Push updates for VOID
- Push updates for Rimdeed
- UAC Textures



Hey all, slowly returning back to work. Just been overly consuming festive sweeties like fruit salad and such. Also gonna die on that upcoming green exercise this January if they still make me go despite arm injuries, which they will because it's what the King would want.

I'm reporting some progress, it ain't much. This Christmas was spent with family and I wanted to lay off the mods.

To everyone's surprise Jango just finished the Star Wars First Order textures way ahead of time while we're all here slacking.

Q: Why did you pick First Order as a faction to do, not the classic Empire? They're superior! Death to Disney!!
A: Classic Empire has 1,000,000 stormtrooper armor variations. Do I have the money to ask Jango to do all that? No I do not good sir/madam/chicken. Classic Empire has also been done by Jecrell with functional Walkers and speeders he never got to update or release fully, so I'd rather not deal with that seeing as he's even got a fully functional force mod.

I wanted practical, simple and easy to make.

The Art:
(https://i.imgur.com/LT9sQ0I.png)

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

How they will work in-game:
- Bulk of the faction has stormtroopers, will probably be coming in boatloads but not as well trained as our Bounty Hunters from DOOM. Higher ranks will be more competent in combat.
- Flametroopers are frickin' cool. No money for awesome animated flamethrower effects in C#. Sorry dad. Gonna make their flamethrower have similar effect to vanilla's crummy flamey shooty thing from mechanoids.
- First Order stormtrooper armor will be colorable. This allows me to create Captain ranks and Commander ranks by coloring their stuff.
- Four imperial unit types, no siths because we can't afford coding their magic force powers to rek colonies with. Sorry George Lucas, Harrison Ford ain't gonna get shanked in this mod
- Bounty Hunter elite pawntypes with Mando armor. Why not?
- Rifles will be stuffable, saves me from making several colorable variants for the ranks, if I get annoyed cause RimWorld won't let me do colorable rifles with stuffing then I'll just chin off whatever Disney did with their weapons and make it purely black.

That's it for now regarding Star Wars. UAC has no progress, AOBA has done some cyberdemonic stuff for the power armors

AOBA's Cyberdemonic art:
(https://i.imgur.com/R96fHIM.png)

(https://i.imgur.com/maVMB8O.png)

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

(https://i.imgur.com/6cCrqeY.png)
(No helmets yet)
Yes I asked for pauldrons, no they won't be colorable. Yes they will be worn by humans who are siding with demons. No it won't come out Combat Extended compatible.

Fiendakko is almost done with Utilitarian:
(https://i.imgur.com/xdfD5VM.png)
(https://i.imgur.com/En9htv0.png)

Yes they will be colorable. Yes I'm constantly badgering fiendakko to edit it. No it's not finished yet.

TMC finished our Mark VI armor for the Halo stuff, he's got a few more to go.
Ods has dropped out of Halo, it's currently just TMC for now, but Harkon offered his already finished stuff for the project, I'm hesitant to accept just cause it would feel like I'm just copy pasting his mod for mine.

(https://i.imgur.com/in2yXVQ.png)(https://i.imgur.com/kQrILLf.png)(https://i.imgur.com/7oCogFv.png)

(https://i.imgur.com/ehFGuht.png)(https://i.imgur.com/8gHcLxn.png)(https://i.imgur.com/9Cv19Gq.png)

Question to you guys who actually read these, would you like a Warhammer 40K faction from me? Imperial Guards? Cadians?
Ods is giving me permission to use his Imperial Guard apparel, I'll do that lasgun/flashlight weapon and do a few more bish bash bosh and call it a day. We all wanna see the boys and gals in green utterly wipe out those filthy Disney First Order scumbags (after suffering massive casualties) right? No, just me? darn

This means I'm the last horse in the race still mincing on UAC. I'm too tired to rant some more guys, I'll sleep soon.



Quote from: tusyok on December 10, 2022, 08:53:18 PM
Sorry for bothering you, do you have any plans for the resurrection of your "present-day" factions mods (war mongrels/coalition)?
It could be just amazing. I hope that you will have the inspiration to continue working on them, one day. Till then - will be waiting eagerly.

Thank you for all that you do.

Hey bro. They're planned.

Coalition however, is not going to be made anymore their apparel options are too wide, a lot of which is already in Rimmu-Nation 2 including their weapon options. I don't feel the need to do them especially since the updated Task Force 141 has a lot of elements from the rebooted Modern Warfare and classic already.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on January 08, 2023, 07:23:40 PM
Hey all just updating on progress. Sadly not enough pics ripperooni.

Early months of this year is busy for me. Jan-Feb has green exercises and a lot of preparation which knocks me out of doing anything for half of the month of those dates. The early half of this year is riddled with more exercises, tours (not that kind of tour) and scheduled leave to another country for this and that family reason. In short, I'm busy as heck and life is an obstacle right now for the mods.

I'm hoping I get a lot done but I don't think demons will be out this early 2023. I am planning to slowly get back into updating, even if the mod that is gonna be updated isn't exactly what was sequenced in the road map.

Seeing as Star Wars is easier to deal with and won't require my full energy and attention, I will likely prioritise it.

(https://i.imgur.com/PC17C36.png)
art by: JangoD'Soul

New plans
- First Order faction will no longer have Mandalorians. Mercenaries will be replaced with First Order Raiders instead.
- Mandalorians will be their own faction, human race with warrior culture. 2 mandalorian armor variants, 3-4 different helmet variants.
- Old Republic faction mod with Old Republic troopers to contest the First Order

News on DOOM
- UAC, no progress since last time I've posted here
- Fiendakko is almost done with Utilitarian
- AOBA, no word from him yet as he's got other things.

Halo progress:
- TMC has been assigned to start on Scout Armor (Halo 4 variant). He has finished 2 armors so far.
- Ods is out of the project
- Harkon offered all of his weapon and armor textures, all of his Halo mods as help if I wish to include them in my mod and collaborate with him. Thoughts on his offer? Will reduce commissions however, I did want my own take and vanilla enthusiasts usually prefer either his style over mine
- Serina has gone quiet but he did Mark V(B) and it is yet to be completed.

Other RH2 backlogs:
- Umbra Company body armors have been done since 2021, it is pending other textures.
- MSF textures and MGS mod textures are all complete except for all weapons. It is pending coding also, the hardest part being the tranquilizer.

People I commission for art tend to realise I correct a lot of things so they start doing all outfits before showing me and asking me what I think, something that is counter intuitive since if you've got 15 textures already done and I wanted one minor change then you have to change it 15 times.

I'm bogged down with a long list of comments from Steam which I've had no time to reply to at the moment but I'll see to going through them. It's mostly the same stuff I have to answer over and over so it can be frustrating.

See you guys with hopefully more progress later.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on January 10, 2023, 09:34:28 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/p4Jlka6.jpg)
RH2 Faction - V.O.I.D.
- Nerfs for the higher end monsters, reduction of armor rating for sharp and blunt slightly
- Fixes on archonexus bug
- Fixes on resurrection related bugs
- Base generation bugs when you attack through drop pods fix
- "Game slowing down" related bug report fix
- Excess disk space of 130MB used by mod removed for ludeon and steam copy

Rimdeed
- Trade-in error fixes
- .git file removed
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on January 14, 2023, 10:05:35 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/LOCbHIQ.jpg)
RH2 Faction - V.O.I.D.
- VOID contact now in dev mode
- VOID contact now in mod settings
- VOID contact fixes

Rimdeed
- Trade-in bug fixes

DOOM
- Crucible now needs 20 intellectual and 20 crafting skill to create
- Crucible now needs 25 spacer components, not 10

Faction: Bounty Hunters
- Armor now gets tainted by dead
- Combat power for low to mid tier pawnkinds raised by a minimum of 20 depending on type. Higher tier pawns unchanged.

DOOM: Bounty Hunters Kit
- Armor now gets tainted by dead
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on January 15, 2023, 04:00:45 PM
Hey guys. Monday morning tomorrow Im gonna be executed in an assault course. I'm doing it despite injuries. If you never hear from me again you know why.

For King and Country!

Progress so far:
DOOM
(https://i.imgur.com/dlt3njY.jpg)

(https://i.imgur.com/ia9gSqx.png)

Armors are done, just helmet left according to Fiendakko. Utilitarian guys, they're gonn shoot some people ruh roh

Star Wars
(https://i.imgur.com/jHXnIVz.png)

Hehe okay this is what I'm talkin' about lads, glory to the empire you know what I'm sayin'? Heavy gunner webbing for first order troopers. Poor lad has probably never seen an obstacle course or a biff chit in his life but that's lucky for him innit

(https://i.imgur.com/kgdiE1U.png)

First Order Raiders and Mandalorian Executioner helmet.

The First Order Raiders are elite special forces dudes who serve the glory of the empire to retrieve artifacts for the glory of the empire. They're like, cool yo.

Look guys I ain't even lyin to you but First Order is looking mad drippy right now thanks to JangoDSoul
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on January 23, 2023, 06:23:15 PM
Progress reportamundo

Hey guys, just confirming that I did die on the assault course and the green exercise that followed thereafter.

(https://i.imgur.com/rHRW9Ki.png)

Jango has finished all Mando and First Order textures. I'm very busy these few months so progress will be slow as per usual.

Upcoming (textures done):
- Utilitarian
- First Order
- Mandalorian Mercenaries
- MSF & Metal Gear Solid mod

The following just needs weapon textures, .xml and some C# stuff here and there.

(https://i.imgur.com/Y8N04kj.png)

The preview for the First Order faction will look something like this. Admittedly I need to get back in the game since I'm feeling rusty on doing previews by hand.

Plans for First Order faction's behaviour:
- They will tax you much like the Galactic Empire in Jecrell's mod, however they will charge using silver.
- Tax collecting party like Royalty DLC features for tribute collectors
- If you are friendly with the First Order they will send friendly patrols in random sets of days in your map
- Friendlies sent by First Order when player is attacked automatically if they are at least  neutral in relations
- First Order officers will carry an artillery bombardment accessory that goes in the belt layer
- If enlisted, they will feature a trader that only sells first order pawntypes
- First Order officers will wear gold or platinum colored stormtrooper armor with their matching capes
- Elite units will feature Sith Troopers, Special Forces and Relic Raiders
- Will likely be hostile to all factions except the player, civil outlander union, rough outlander and civil tribals.

Planned unit types:
(https://i.imgur.com/mWUePtY.png)
- Stormtrooper
Standard Troopers. Will feature a melee version with Z6 riot control baton and shield belts for those TRAITORS
(https://i.imgur.com/5HiW4NF.png)
- Stormtrooper (Corporal)
Better stats than the average trooper
(https://i.imgur.com/HgugL6L.png)
- Heavy
Average trooper with a heavy blaster.
(https://i.imgur.com/ttjz9JZ.png)
- Specialist (Sergeant/Sniper)
Higher stats in shooting, more or less an NCO trooper with a sniper type blaster.
(https://i.imgur.com/WJSvkji.png)
- Officer (Captain)
Well rounded trooper, may be equal in skill to special forces. Will have orbital bombardment accessory (if implemented).
Will have high stats in social and intelligence.
(https://i.imgur.com/oP1IYF8.png)
- Flame trooper
Will be carrying flame thrower type weapons that will ruin your colony. Average trooper in terms of stats.
(https://i.imgur.com/1u8YYLD.png)
- Special Forces
Higher stats than all average pawns
(https://i.imgur.com/knYL2kY.png)
- Raider
Higher stats than Special Forces
(https://i.imgur.com/8fUM7xC.png)
- Sith Trooper
Equal stats to Raiders though their weapon will be unique
(https://i.imgur.com/sfBSABO.png)
- Officer (Commander)
Highest stats of all the troopers, the faction leader. Will have orbital bombardment accessory (if implemented)
Will have high stats in social and intelligence.
(https://i.imgur.com/jf4Wa2Z.png)
- Officer (Trader)
Commander pauldron, to prevent spamming of orange pauldroned officers, will be restricted to trader role. Will be equal in stats to the Captain and Special Forces.
Will have high stats in social and intelligence.

The better the unit type, the higher their stats will be for combat. I am undecided currently if I should make First Order bases similar to VOID where they are not vanilla generated. Would like to hear your thoughts there.

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

Utilitarian on the other hand will be steady in terms of skill (within reason), they will feature better trained fighters than the First Order, however the First Order's best units combined with their lower tier pawns will be overwhelming to say the least.

Utilitarian textures here. Some finishing touches and I'll do their singular rifle and get to work on them first. Many thanks to Fiendakko for working his butt off and doing many revisions for these

I'm away on course again, another week away after on another green ex. Still waiting on:
- UAC: Chicken Plucker
- UNSC Spartans: TMC & Serina Enjoyer
- Old Republic: JangoD'Soul
- Cyberdemonic Armors: AOBA
- demons: Chicken Plucker
- Everything else .xml and weapon textures: Chicken Plucker
- C#: Taranchuk

The costs when I do get charged for these are a massive hit on the wallet. It's $120 per 4 armour sets from me so I hope the reception on these mods when they come out will be positive and potentially result in more people donating to continue funding future projects. Obviously it's never necessary for people since mods are mods and will always be free, but I'm just venting the ouchie on over 300 USD spent on Jango, TMC and Fiendakko so far since 2023 began not counting Taranchuk's C# bill that goes well beyond that.

Anyways, see you guys soon with some progress. After First Order and Utilitarian I plan to press on with UAC to complete all human factions with DOOM, polish the mercenary system and potentially release the Mandalorians and work on them alongside or just before the demons. I know the bulk of the work with demons will be on me since the monsters are gonna be my bag. Hopefully AOBA finishes the cyberdemonic stuff to a high standard.

As busy as I am and as slow as the progress is, I can't wait for the chaos that will be First Order imperials, UAC and V.O.I.D. shooting each other while a Cyberdemon lobs rockets at everyone. I may allow the First Order to side with UAC, so we'll just throw in some Marauders with their Crucible axes that will make everyone here happy.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on January 28, 2023, 05:35:02 PM
Progress Reportamundo 2

Fiendakko has finished all Utilitarian textures. I just asked him to correctly label the filenames and fix one of the armors which only have one set of pouches compared to the ref.
(https://i.imgur.com/v2ixqc2.png)
(Note to self: Add rifle slings)

Here's the future preview image for Utilitarian. Drew it over some of the textures in the mod and this reference here:

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

It's okay guys, I still got it.  8) I honestly started to believe I wasn't able to continue the tradition of these detailed previews anymore. The original background was artwork I've touched up also.

Obviously the guys are doing a CASEVAC and correctly leaving one person with suppressive fire while they're moving because they're awesomely trained individuals who don't break the golden rule of "no movement without fire". I feel it's an excellent detail and intro for who these guys are in one image.

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

MG-88 Enforcer
Chambered in 7.62x51mm NATO from DOOM 3, will be standard issue for Utilitarian pawnkinds.

Pawnkind food type:
- Survival Packaged Meals
Will be the standard food for the pawnkinds, no need for me to make a new ration pack.

(https://i.imgur.com/0OBCvI9.png)(https://i.imgur.com/3oXChzm.png)(https://i.imgur.com/KknH2oI.png)
- Thirsty Burst
Lemonade freshness.

No cigarettes since the Bounty Hunters already have Sotoxi, but I'll code it so that Utilitarian guys spawn with them if both mods are enabled. The mod is almost out, just some more work to do regarding UI art and all the coding. Afterwards I'll do First Order if Taranchuk does their C# and get back into UAC.

In other news, Serina Enjoyer is almost finished with Mark V(B) power armor for Halo.
(https://i.imgur.com/ij52VtB.png)
(https://i.imgur.com/dm1XJSl.png)

Just need sides and other helmet views, then I'll ask for Air Assault. I intend to make him do Spartan III armors, all the ones Noble Team uses and Hazop. I've still got a lot of work to do while busy with career so this is gonna be a grizz to get demons out.

I am thinking about adding mechs for both First Order, Utilitarian and UAC. We'll see where that goes but I'll leave it cut if its too much trouble. They would function as mechanoids since vehicle mods be damned, they just won't seem to come so I'll figure out a way to do it myself for factions even if they aren't vehicles.

See you guys later, hopefully with a mod release and bug fixes.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on February 07, 2023, 04:26:18 AM
Hi all. Aiming for utilitarian this weekend. Fingers crossed. Fiendakko isn't responding so I may have to do revisions myself.

Progress report:
Utilitarian:
- Awaiting armor revisions

First Order:
- Thog has joined the cast n crew of RH2. Rhyme not intended.

(https://i.imgur.com/CNQYE6n.png)
(https://i.imgur.com/599H2p9.png)

- First Order is now pending Jet Trooper armor
- First Order is now pending a weapon for jet troopers

Halo:
(https://i.imgur.com/Fm2sQ1I.png)(https://i.imgur.com/EkjRuRr.png)(https://i.imgur.com/59FAUCr.png)
(https://i.imgur.com/04yrM29.png)(https://i.imgur.com/zf4ysUO.png)(https://i.imgur.com/CZv4LKK.png)

- TMC has finished Scout texture, Halo 4 version.

Flippin heck I dislike this new Ludeon layout for mobile. I had to type the BBCode one by one cause highlighting words ended up dragging to top of page. Tynonpls

Anyway guys, see you soon. Hope more work gets done.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on February 12, 2023, 05:45:34 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/olUf5AX.png)
RH2 Rimmu-Nation 2 - Clothing
- removed industrial apparel from non-electric stage of tech

RH2 Rimmu-Nation 2 - Weapons
- DMR and Modern sniper rifles moved to precision rifling research

RH2 Faction - V.O.I.D.
- Bug fixes

RH2 Faction - Rangers
- Backpacks research fixes
- Experimental hiring system in comms console implemented

RH2 Faction - Task Force 141
- Backpacks research fixes

RH2 Faction - Bounty Hunters
- Grammar fixes on enlistment

CPERS - Arrest Here
- New feature that lets you select who is being "arrested here" to stop people from accidentally arresting babies

Progress
Hello guys, Utilitarian ain't coming out today sadly. I am aware some of you may have been anxiously waiting so my apologies for the bad news of its delay.

Something came up this earlier week and we're on another exercise all week this following. I've also been busy being given other tasks and another course to do in my own time. It's been rough having my own freedom to relax but its good that I am progressing irl as opposed to virtual accomplishments. I must admit I wasted my weekend mincing and playing video games instead of getting on with pressing for Utilitarian or other productive things, so I admit I dropped the ball there. Sorry ladies and chickens.

Anyways, I'll present some progress and post updates for mods.

Utilitarian progress:
(https://i.imgur.com/uU23EJR.png)
Mission screen UI for you budding Utilitarian contractors when you "log in" the intranet. By log in, I mean clicking the missions UI in the enlistment screen from caravan mode. It's based off a teleportation console in DOOM 3.

(Bounty Hunters UI screen for comparison)
Quote from: Chicken Plucker on November 17, 2022, 03:13:45 PM(https://i.imgur.com/aMHPeJW.png)

(https://i.imgur.com/fNyxm7o.png)
Utilitarian's custom salary UI art, it's a Titan Corp debit card/credit card. For those who don't know, Titan Corp is a referenced corporation in Utilitarian's concept art. Implies that they created their armor. Not only this, Titan Corp also appears in some of the heavy machinery that UAC uses for the Mars installation, so it seems its a contracted engineering based corporation by the big three letters.

(https://i.imgur.com/QExDNcK.png)
Recolored UAC box from their concept art that I vectorized from the Bounty Hunters version.

(https://i.imgur.com/jZvsphu.png)
Provisions UI, touched up and vectorized for Utilitarian. I thought it'd be appropriate since Titan Corp makes its own armors, so I wouldn't re-use the UAC box for issue kit.

(https://i.imgur.com/ciSYPxi.png)
Static Rifle
Thinking about giving their Marksmen this Static Rifle since the 7.62x51mm that MG-88 Enforcer uses isn't gonna take down their stronger enemies quick enough. Thoughts? It will mean static rifle is excluded in the main DOOM mod. Wasn't planning on adding Static Rifle anyway, so I thought it'd be nice to have a higher tier weapon for the boys in uniform when this whole mod series comes to an end with demons.

(extra preview art for the steam page. may change the BG since it looks too realistic despite the vectorization)
(https://i.imgur.com/EgAjd91.png)
https://www.youtube.com/watch?v=tZgrZ8GKVQg&t=416s&ab_channel=AaronF.BianchiJupiter

Last but not least, my planned soundtrack for the mission board. It's another remix by none other than Jupiter who also did the Hellwalker remix that I took for Bounty Hunters. This time it's a cover version of "Tweaker" from DOOM 3 done in Mick Gordon's style. It'll be Utilitarian's theme while you are on their mission board.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on February 27, 2023, 05:59:58 PM
Yes lads I am sorry, still no Utilitarian. I've been slowly but surely doing coding here and there, it's still a mess. All problems texture wise has been addressed and finalized.

(https://i.imgur.com/KiGMZvr.jpg)

(https://i.imgur.com/ttkFoAR.png)
Thogg is doing a medkit for Utilitarian, it's a DOOM 3 small medic kit that will be a superior medicine to glittertech medicine carried by their high end troops.

Progress report then, let's focus on the bright side:

Halo:
(https://i.imgur.com/epL7PLS.png)
Serina is almost finished with MARK V(B) for Halo, finally got to doing side. Says he lost the fat side view so he's gotta redo that. After he's done, he'll start Air Assault.

(https://i.imgur.com/opGVkd2.png)(https://i.imgur.com/I7hxuS7.png)
Odz decided to come back in the project and do us all a favour. Did a concept for marine and army UNSC uniforms for me, this is how it will look like when their troops show up. Whether or not he'll do ODST, currently unknown.

(https://i.imgur.com/CsnZ0fG.png)(https://i.imgur.com/6yfOxqn.png)
TMC has begun EVA armor. He's just finished Scout (Halo 4 version) Accidentally did the Mark II variant from Halo 4 and above, I wanted the original but he's already started. He's not much of a Halo afficionado so he couldn't tell the difference. I think the armor looks good anyway so whatever.

Star Wars:
Jango has finished Jet Trooper textures
(https://i.imgur.com/rGlo7an.png)

- I've decided to begin sorting the first order files and do the preview soon as Utilitarian is out.
- C# side of First Order, new features will be on hiatus since Taranchuk is not beginning work on any of my requests yet including a long list of bug fixes. Likely he's busy.

"Wow chicken, we totally care, how have you been doing?" Woah guys thanks for asking, it's been an eventful month.

I've been thrown in another week of exercise right after celebrating to you guys here that I've finished the one weeks ago, got myself kidney infection, got thrown in a course and next week, another exercise. It's relentless guys, my only free time is the weekend. I wrestle with doing the boring repetitive coding I gotta do to push content out or do something I actually find interesting that won't progress mod development.

I've spent some of my weekend doing animations since I am interested in re-igniting that old passion. If any of you are interested, here's one I made recently instead of updating Utilitarian for a release (sry)

(https://i.imgur.com/SCYvefU.jpg)
https://www.youtube.com/watch?v=RotJW4BluMo&ab_channel=ChickenPluckerson (https://www.youtube.com/watch?v=RotJW4BluMo&ab_channel=ChickenPluckerson)

Anyway lads, next post should be the mod release. Will push this weekend before exercise for Utilitarian. If I release First Order, may keep it on Ludeon for now and they will function as rough outlander like enemies, no other fancy coding besides that till Taran gets to do all my bug fix requests sadly.

If the next post isn't a release it'll probably be because something went seriously wrong, not anticipating that for now so it's coolio, see you guys then.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on March 04, 2023, 11:12:15 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/GH4o7ON.png)
RH2 Faction - Utilitarian
- Release

(https://i.imgur.com/yehiwSU.png)
RH2 Mods - Re-balanced projectiles for a better vanilla experience.

Mods updated and affected by this re-balance
  • RH2 Faction: Rangers
  • RH2 Faction: Task Force 141
  • RH2 Faction: Bounty Hunters
  • RH2 Faction: V.O.I.D.
  • RH2 Rimmu-Nation 2 - Weapons
  • RH2 Rimmu-Nation 2 - Security

All projectiles re-balanced closer to vanilla. Rockets and melee mostly unchanged.

Samael Gray did all the coding. I'll explain why this had to happen below.

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

Uncle Boris' - Used Furniture
(https://i.imgur.com/ZxdPBqp.png)(https://i.imgur.com/j9pgYtL.png)(https://i.imgur.com/qUlhHsW.png)(https://i.imgur.com/rCzu1MK.png)(https://i.imgur.com/RwRsvQo.png)(https://i.imgur.com/m1FlvJT.png)(https://i.imgur.com/2AuEVCu.png)
- Remastered textures by DanDMan for trashcan, basketball hoop and football goalpost (not soccer, get outta here with that) and etc.
- Flood lamps now rotatable



Rimmu-Nation 2 - Weapons Drama
Reason for this complete RH2 rebalance:
Everyone's been pretty much asking for it since the start, it's been a long time coming. I kept the old system out of respect and trust to the person who coded it originally, though you will see what he decided to do below.

The individual who initially did the code returned and threatened to take me to court (IF he didn't get his demands). He attempted to DMCA takedown Rimmu-Nation 2 - Weapons. It doesn't work cause he doesn't actually own copyright or trademark rights to the .xml file he coded. It's an .xml file that belongs to Ludeon.

Why did this disgruntled ex-.xml friendamundo do this, you ask? Well according to him we had an agreement that I wouldn't make money off modding, and he would help me code for that promise. He believes I broke this promise due to the ko-fi links in my mods. He says, I have monetized my mods and that if I don't remove his code because of it, in his own words "You better find a good lawyer." (I have already by the way, he saved me from Rimdeed pro bono and he'd have covered my ass again.)

I had the option to keep his .xml values  since I would technically be breaking zero laws since he can't actually own numbers in a file (not even proper coding, just the number values.), but I chose to just redo this and save everyone the hassle. Nobody wins at the end of this.

Obviously, I'm a bit furious. He's an old friend and person I looked up to but he was willing to (in my mind) destroy my life over ego and an .xml file if he had the means and power to. I kept the code for sentimental reasons, I trusted his knowledge on projectiles, now I don't want anything to do with it.

With that said, Rimmu-Nation Weapons 1 is off limits to me. In the unlikely event gets maintained by me, I can't keep the old projectile codes.


Anyway, there's my eventful, unlawful second DMCA takedown. Praise the Lord I'm covered again. I just wrote all that to vent guys, it's bloody exhausting enough dealing with real life, now I gotta have bullcrap in modding too. No reason for someone who was an old friend to go after me like that, and it's not that they could've have actually done anything to me in the first place, it's that they had the intent to. On the brighter side of the grass, I'm on a green exercise that's competition based in 2 weeks. Gonna get thrashed.

Livin' the dream.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on March 18, 2023, 09:55:47 PM
Was a hell of a week for me, full of challenges, some good some bad and endured hailstorms and all kinds of difficulty out there in the woods. Hope you guys had a better week.

Progress:

Halo:
(https://i.imgur.com/QkZGdNL.jpg)

(https://i.imgur.com/n4Sogvg.jpg)
(https://i.imgur.com/AbmKqkv.jpg)

TMC has added another armor in the list for Halo. EVA armor done, he accidentally did new gen so we're keeping it.

Decided we won't bother with the old one now since a duplicate would be a waste of time and resources.

(https://i.imgur.com/b5PAf6M.png)

He's currently working on Recon armor. He is doing the original version from Halo 3.

DOOM:
(https://i.imgur.com/wIDUlEx.png)

(https://i.imgur.com/oi5Iqmz.png)

AOBA's returning work on Cyberdemonic armors. This armor set, once done will lead to me doing the demon pawn textures later and they will be part of a greater faction that could potentially overpower even VOID.

I'm asking AOBA to keep the armors uncolorable, asked him to include the intestine effect on all of them. Cultists will wear these armors and they'll have access to UAC equipment.

Their pawns will never retreat.

Star Wars:
(https://i.imgur.com/2faAbPr.png)

First Order faction's preview being done by me. Once done, I will begin coding. After done, I will release here for early access potentially. Will not release anything Star Wars on Steam until UAC is done from my current planning.

Old republic faction:
(https://i.imgur.com/Efv3Evj.png)

Pawntypes planned:
- Republic Troopers
- Specialist (Will use the TD-17A armor set and long ranged blaster)
- Republic Special Forces
- HAVOC trooper
- Vanguard


Jango has begun work on Old Republic trooper armors. Thogg is set to do the weapons for them as well.

The Old Republic remnants are scattered throughout the outer rim still fulfilling their duties, unaware that countless years have passed since the fall of the Jedi and the republic they very well knew.

I can't wait to see these guys fight the First Order, it'll be the old vs new and players using the enlistment system will get to choose sides.

Anyway guys, still got tons to do and be busy for. Hopefully I get things done around here.
Title: Re: [1.3] (WIP) Red Horse ²
Post by: Chicken Plucker on April 05, 2023, 11:00:21 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Rimmu-Nation 2: Clothing - "The Guilty" Update
- Drawsize for most shirt displays better match vanilla now
- Display texture for all shells edited for consistency in style

(https://i.imgur.com/Qy4GHnr.png)

- Added new apparel:
* Skull Cap
* Fedora Hat
* Designer Shirt
* Detective Coat
* Vigilante Coat
* Vintage Parka
* Biker Jacket
* Vest Jacket

Credits to DanDMan for his apparel work. Previews are available in the image linked (preview images on steam, directly displayed on Ludeon)

Chicken Mitchell 2: Hairstyles - Season 9 Update
- 16 new hairs added.
- 1 new facial hair added.

(https://imgur.com/qSgIH71.png)

Facial Hair
- Dad

Male Hairs
- Dad
- Parker
- Spike

Female Hairs
- Cassie
- May
- Juli
- Sherry
- Helena
- Octopus
- Wolf
- Mantis
- Raven
- Quiet
- Paz
- Kara
- Power Girl



Hey all, working on the script of the first episode of my animated RimWorld series "The Guilty"

I have added some apparel that will be featured on characters in the show, alongside hairstyles. With this, Chicken Mitchell hairs are being re-added to this new updated version. More to come (sometime) soon.

Here's some progress report on First Order so far:

(https://i.imgur.com/ibm8y4a.png)

(https://i.imgur.com/1o5S022.png)

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

(https://i.imgur.com/T8AqvXp.png)

(https://i.imgur.com/3f7j9TW.png)

Been going slow, only managed to do all propaganda previews so far. Still gotta work on coding and UI among several other things. Been hoping Taranchuk would get to work on C# but he keeps going off to not do so when he does get time. Fingers crossed on more progress guys, see ya later.



1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Follow-up fix

[RH2] Faction - Utilitarian
- helmets resized
- helmets re-centered

(https://i.imgur.com/7HBJFrm.png)
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on April 21, 2023, 04:28:08 AM
Woo. There was long time since I've been here. Time to go back to the Rim
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on April 23, 2023, 08:41:59 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/zSLvkMG.png)
RH2 Factions
  • Rangers
  • Task Force 141
  • V.O.I.D.
  • Bounty Hunters
  • Utilitarian

Changes:
- New description for factions and certain items etc.
- Fixes for VOID:
+ Faction description and certain creature descriptions improved
+ Fixed Nerotonin-4b typo in description (FINALLY)
+ VOID implant buff
+ Mutant meat recolored, mutant meat eaten debuff nerf
+ Fixes to prisoner demand incident causing a wild lag spike by temporarily disabling psychic drone alongside this event. Bug was vanilla sided.
+ Various fixes to reported issues
+ Voidtech liver when removed now spawns Voidtech Liver, not Kidney. (This one is hotfixed into google drive since initial upload did not have it)

Uncle Boris' Brainwash Chair
- Fixes for wildmen/wildwomen
- More traits
- Misc fixes for teenagers



Quote from: Skynert on April 21, 2023, 04:28:08 AMWoo. There was long time since I've been here. Time to go back to the Rim

Good to see you again bro! Welcome back. Wish you returned with more new stuff available, sadly still busy.

How ya been?!



Guys I'm off to a very very busy month. I'm away at work for a while. It's also Dead Frontier's anniversary so what little time I'll have will be spent enjoying that game again with the event, I'll then bring back some new things for VOID later as inspiration.

I'm so stressed, I am trying to juggle so many things at once so I need a break from modding real quick for a breather. I'll post updates when I can guys, but this is me going radio silent for a month or so till I can get a breather. Work is ramping up due to more and more rsponsibilities being handed to me.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on May 21, 2023, 04:44:54 AM
Bravo six, going dark.

Its been long time since i was here. What First Order do in Rim? Where was Task Force 141 when Caadia fellt?
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on May 30, 2023, 09:55:23 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Red Horse 2
[RH2] Faction - V.O.I.D.
- Fixed VOID Bases still spawning when you disable their faction in vanilla settings.

[RH2] Rimmu-Nation 2 - Security
- Nerfed mortar cost in order to prevent sieges running out of resources

Red Horse: Classic
- British Military Kit
- US Military Kit
- Rimmu-Nation Clothing
- Rimmu-Nation Gloves N Boots
- DOOM 1.4

The apparel from these mods are now tradeable, they were missing the tradetag for apparel that 1.4 added.



Quote from: Skynert on May 21, 2023, 04:44:54 AMBravo six, going dark.

Its been long time since i was here. What First Order do in Rim? Where was Task Force 141 when Caadia fellt?

Hey bro. Good to see you around. Task Force 141 stopped the rest of the sectors in the rest of the galaxy from falling by sending 1 bloke in each place, you should be grateful it wasn't all of them that fell  8)  8)

As for first order, still thinking of their lore mate. What I have right now as an idea, is just a bunch of leftover stragglers just like the old republic troopers. There are a lot of them, but not as large in numbers as before they fell.



Progress report:

Halo:

(https://i.imgur.com/r0R4TXy.jpg)
Recon

(https://i.imgur.com/J3zTre5.jpg)
(https://i.imgur.com/gUwPUpB.jpg)
Copperhead armor

(https://i.imgur.com/citi8vz.jpg)
(https://i.imgur.com/pxq1ZJt.jpg)
Hunter armor

(https://i.imgur.com/pmIiWU7.jpg)
(https://i.imgur.com/Wii9seT.jpg)
CQB armor

points:
- TMC has made some headways throughout the months, more armors to the roster
- TMC has begun work on Halo 3 armor templates, allowing us to mass produce armors from Halo 3 better
- Serina is tasked with Air Assault armor, variant from Reach and he's also tasked with developing a template for Halo Reach armor variants in order for us to mass produce these better

Star Wars:

(https://i.imgur.com/R4fuiDG.png)

points:
- Jango has finished all Old Republic trooper armors
- I asked for another armor cause I'm crazy
- Thogg is busy, but he's in charge of Old Republic trooper weapons
- I have made no progress on First Order yet, current tasks for me are UI for enlistment



To do:
- do the work I owe odz for weapons
- satellite base texture I owe my new coder
- reply to all the steam comments when not busy
- do the minor updates required
- remind taranchuk to update mods rip
- stop procrastinating on UAC
- release first order


Hey guys, been a hell of a month. I was on Operation, then on Exercise for a week and then another Exercise in Belgium visiting places where the Great War had significant events taking place. This week I am on leave for laser eye surgery, there's a small chance of it going wrong so I am about to get sentimental.

I wanna thank you all, I hope I get to keep my vision if the Lord wills. I am sorry guys, that I have procrastinated and have wasted so much time. There's been times where I could have delivered to you the mods you've wanted but I've been so caught up in stress, laziness and all manner of things that I only find some motivation now that there's a slight chance I'll never get to do any of this ever again.

Thanks for the many years of you all using my mods, dropping by here, posting and giving feedback. I've had a blast, and I do hope I can continue. I'll pray on it.

I would like to especially thank the guys who are reading this who have donated. A lot of the new Halo armors and Star Wars armors won't even be here if it wasn't for your donation. You do not have a name specifically attached to a piece of armor, but regardless, it's there cause of you and I can deliver these one day thanks to you guys who have contributed to the team.

I'll try and get my bloody house in order lads. It's been rough for me, cause I have plenty to do outside of the screen as well. Take care always lads, much love to you all wherever you may be or what your circumstances are. I wish you all the best.

I'll not get into contingency plans in case I lose my vision cause I feel that's not exactly good to believe in the worst. In the event of things going FUBAR, however, I'll raise the flood gates on all the texture and code best I can and let whoever in the community continue these.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on June 08, 2023, 03:48:33 PM
I hope you are ok. Your mods accompany me from... propably always. I love Rangers, 141 that I use with VE Deserters for tacticool guerilla warfare. And I just cant play without Rimmunation. Yes its bloaty mod with 90% guns I see/saw first time in my life but... More guns means more safety.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on July 13, 2023, 03:52:45 AM
:(
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on July 22, 2023, 10:10:37 AM
Credits: Clank Sinatra

Hello guys, my eyes are fine and dandy. As always been away on exercises and such. Sadly hit a minor set back when some nasty individual gained access to my steam (through a fault of my own) and had to re-install Steam among a bunch of other annoying procedures to get my account back. It resulted in the loss of all the files I had no backup for, which sadly includes some unfinished mods and unpublished changes, but that's alright. Can always rebuild.

Main reasons for delay however is the daunting nature of continuing to mod. It's just a very very time consuming hobby, the mods are never 100% done with the complaints and issues, then you have the fact that I only have a team for C# and Art, I can't afford to pay someone .xml coding, that's all down to me. It sucks out all motivation for me so I took a long break doing other things.

Anyway nonetheless, here are some progress on Star Wars and Halo so far, things are still going strong just very slowly.

Credits to: DanDMan68, TMC and myself for the art below. Have decided to go with Dan over Thogg who did First Order weapons since Thogg is sadly out of action.

Once we're done with the sci-fi stuff, I'm planning to get back on the tacticool side of things. I'm no longer interested in getting in too deep with Star Wars and Halo, because it's too much work and other countless talented teams of modders have done it already. I'm gonna get DOOM done once and for all, and chin off Covenant or whatever other major sci-fi factions cause frankly, nobody's got time for it. My plan is to go back to the tacticool roots when its all done cause I'm less reliant on commissioners, and I can just do my own thing.



Previews:

Old Republic faction (WIP)
(https://i.imgur.com/60rjLiM.png)

First Order (Finished)
(https://i.imgur.com/Y5JRiFt.png)

In-game textures for weapon:
Polyfibe Onslaught Blaster Rifle:
(https://i.imgur.com/18otNOn.png)

Transparisteel Asylum Blaster Rifle:
(https://i.imgur.com/FWzE497.png)

Campaign Field Tech's sniper rifle:
(https://i.imgur.com/rTCoyqF.png)

E-403 heavy cannon:
(https://i.imgur.com/tZSL8Ug.png)

Notes: Old Republic pawn textures (save one armor that Jango may not be able to do) are complete. UI textures to be done by myself, including First Order's and then they could get coded. My initial plans were do DOOM first, but at this rate by thoughts are to just get any mod out as soon as possible.


Halo:

EOD:
(https://i.imgur.com/IykMGen.jpg)

Security:
(https://i.imgur.com/NDLkpIg.jpg)
(https://i.imgur.com/9VHdcz5.jpg)

Hayabusa:
(https://i.imgur.com/zsmjAht.jpg)
(https://i.imgur.com/WchcRN6.jpg)

ODST:
(https://i.imgur.com/gnVvCga.jpg)
Will have the white parts colorable for different ODST ranks and etc.


Quote from: Skynert on June 08, 2023, 03:48:33 PMI hope you are ok. Your mods accompany me from... propably always. I love Rangers, 141 that I use with VE Deserters for tacticool guerilla warfare. And I just cant play without Rimmunation. Yes its bloaty mod with 90% guns I see/saw first time in my life but... More guns means more safety.

I'm fine brother thanks for asking. Just taking it slow  8)

Shoulda updated you guys sooner, my apologies. Just had a wild ride the last few months. I thank the Lord I am still here.


To do:

- Furniture previews for uncle boris mod
- .xml coding owed to Ods
- Re-size rimmu-nation pistols
- Release new changes and patches to VOID
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on July 22, 2023, 12:59:50 PM
Yaay. Good to hear you are ok.

More tacticool stuff? Vehicles are getting release very soon, just saying. Not that Im suggesting this to be remade

https://steamcommunity.com/sharedfiles/filedetails/?id=2051057806&searchtext=helicopter

Or Get to the Safe Zone! Or Get on the Boat!



Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on August 02, 2023, 06:42:42 PM
(https://i.imgur.com/bZkYDYn.png)

Just updating everyone on my supa slow progress. Been trying to get back into modding lads, few progresses at a time.

Changed the background and slowly chipping away detailing for the Havoc boys for the Old Republic preview. Then I will code the two SW factions and try and get a release this year for them. I'm sorry things aren't full steam like they used to be lads. I am so rusty, but there is a backlog of content that needs .xml coding.

Still need to keep my promise to ods and code his weapons.



Quote from: Skynert on July 22, 2023, 12:59:50 PMYaay. Good to hear you are ok.

More tacticool stuff? Vehicles are getting release very soon, just saying. Not that Im suggesting this to be remade

https://steamcommunity.com/sharedfiles/filedetails/?id=2051057806&searchtext=helicopter

Or Get to the Safe Zone! Or Get on the Boat!

I ain't gonna be around for the exodus of vehicles bro. I have SO MUCH backlog. I will let everything take its course, then return with new commissions and textures. I'll think about my own framework that all RH2 factions can use, so they can all shoot each other with cool tanks, and commission the best vehicle artists to make these for us.

That's a faraway goal though. Bare bones basics first, get our old modlist converted to RH2 and then worry about the vehicles last.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on August 07, 2023, 08:34:30 AM
I was joking. There is enough vehicles for now. I like this artwork btw
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on August 28, 2023, 07:37:11 PM
Hello guys. I wanna apologise for zero progress on everything from my part. I don't have excuses guys, just found it difficult to find motivation in RimWorld. Rest assured I still wanna do modding, just been finding the whole thing stressful and less exciting like before. I started modding with high hopes but now I see the list of unfixed bugs that need fixing, the list of new mods and features that need doing.

I do have good news since TMC is still continuing on the Halo mod and he's now in charge of the Spartan III era armors.

Without TMC or Le Faux there'd be no progress here being posted so I'm grateful for da boys. Many thanks to your donations as well that have been put to these commissions- one day these will be playable mods and I stand by that.

(https://i.imgur.com/ez5Z2Ol.jpg)

Helljumper Armor

(https://i.imgur.com/8Q2CzCx.jpg)

(https://i.imgur.com/qcs7UjD.jpg)

Spartan Air Assault (Based on Kat's armor, modified from Serina's template)



Le Faux has done the Militaires Sans Frontieres weapons:

Just a note that we're using their in-universe weapon names. Makes it easy to create duplicate weapons with varying looks and it will be evident if and when Cordis Die returns and we won't have to remake AK-12 for the tenth time- it will be named after whatever its named in their world.

FNC (May be added to rimmu-nation or another mod):
(https://i.imgur.com/ku7yjun.png)

MRS-4 (Their version of non-copyright FNC and etc etc):
(https://i.imgur.com/1QbQhjr.png)

M1D:
(https://i.imgur.com/c6JiXeZ.png)

M21:
(https://i.imgur.com/rrsevTH.png)

M700:
(https://i.imgur.com/T0DdR4F.png)

MG3:
(https://i.imgur.com/DfCTXI3.png)

Stoner 63:
(https://i.imgur.com/0HNAflq.png)

Stun Rod:
(https://i.imgur.com/5uwr24s.png)

Much credits and thanks to Le Faux/Fiendakko, the MSF mod is finished in textures but it is absolutely left on hold cause of me. He got a bit nuts adding more weapons than I asked for but that's a good sign haha.

MSF needs to be compiled into a functioning mod, just like Old Republic- It needs a new preview and it needs to be put together. The textures are already ready.

I do apologise for all this lads, my eyes are bloody fixed now but I still haven't screwed the nut.

Potentially delaying the progress even more is that in the coming months I'll be thrown in a bunch of exercises and operations with the career. Laptop broke down and gave up so it's gonna be away for repairs but that's not gonna be as big of an issue as the fat bills heading my way.

See you guys on the other side. One day these mods will be released and I hope I can only look back at this road and laugh.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on August 28, 2023, 07:39:00 PM
Quote from: Skynert on July 22, 2023, 12:59:50 PMYaay. Good to hear you are ok.

More tacticool stuff? Vehicles are getting release very soon, just saying. Not that Im suggesting this to be remade

https://steamcommunity.com/sharedfiles/filedetails/?id=2051057806&searchtext=helicopter

Or Get to the Safe Zone! Or Get on the Boat!





I absolutely want my own vehicles bro- but at the moment I am outmatched. I'm not even doing my own textures anymore at this moment and the guys that work for me are grafting putting me to shame. If a time does come when I can square everything away and clear my bills- I'll go all out on a vehicles collection mod of our own. We'll give it a funky brand like Rimmu-Nation or Uncle Boris selling used surplus vehicles.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 03, 2023, 04:32:14 PM
(https://i.imgur.com/JAJ3cgN.gif)
(will show the finished product once the mod is posted here in the future)

10 years in the making lads, oh my days da chicken is back. I would like to present, chicken plucker 2 the long awaited sequel. Queue the clash of destiny soundtrack from SWTOR, let's goooo

Still got it baybeeeeeeeee  8)  8)  8)



Halo progress:

MJOLNIR Mk V Commando Armor
(https://i.imgur.com/GJLnAvC.jpg)

(https://i.imgur.com/Ai9Xvnz.jpg)

(https://i.imgur.com/2qlHnfS.jpg)

MJOLNIR Mk V Grenadier Armor
(https://i.imgur.com/UF7KJ5Z.jpg)

(https://i.imgur.com/YXpBsBR.jpg)

(https://i.imgur.com/Bwlo3Yo.jpg)

In case you're wondering- Yes. I'm gonna make sure you guys can remake the Noble Team in RimWorld once the Halo mod for RH2 is out.

BlackMarket420's commission: Deathstroke's Armor
(https://i.imgur.com/uJUG8T7.jpg)

Much thanks to TMC , BM420 and fiendakko for carrying on textures atm, I have taken the burden of previews but I strongly desire to get back into making my own apparels again so we can get my own take on UAC armors.



What's going on now?
- Getting back in RimWorld, addressing some bugfixes and the jammed up mods that need to be released.

Jammed up mods: (In order of readiness)
- Deathstroke's Armor
- First Order Faction
- Old Republic Faction
- Militaires Sans Fronteries
- DOOM (DOOM Eternal update)

Not so ready jammed up mods:
- UAC Faction
- Umbra Company

Current Plans:

Old Republic:
- Add Jedi Knights to the Old Republic Faction
- Needs abilities and lightsaber system
- UI art
- xml coding

First Order faction & MSF
- xml Coding
- UI art
- Preview art for MSF

VOID faction
- Bug fixes

Faction mods
- Rebalance the spacer weapons which was forgotten during the RH2 rebalance

Planned:
- Rimmu-Nation 2: Gloves and boots
- After everything, a small vehicle mod of RH2
- Halo's UNSC faction mod after current things in this list is addressed

What's the state of the mods?
- Lots of finished textures for apparel
- Needs UI, .xml, previews doing for the majority of all of these mods that have been WIP
- Bugfixes now and then when Taran gets them done, though he- like myself- has been slow on RimWorld mods lately



Wallpapers of the upcoming Star Wars factions, enjoy:

(https://i.imgur.com/XiM88Ak.png)

(https://i.imgur.com/LaKlt4M.png)
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 04, 2023, 08:13:16 AM
Hello all, today have been working on MSF cover art. It is not yet finished, so far the logo is a placeholder.

(https://i.imgur.com/980yJ4d.png)

(https://i.imgur.com/165G1Ok.png)



Also forgot about and unearthed our Mandalorian add-on for RH2 factions. I'll have to begin working on those as well.

(https://i.imgur.com/SzER4On.jpg)

(https://i.imgur.com/DbubuTB.jpg)

Will work on a preview for them too.



Plans:

Current mods:
- Whatever bugfixes and balancing comes my way
- Unreleased re-texture of Field Parka and Arthur Morgan's outfit for Rimmu-Nation 2 clothing
(https://i.imgur.com/8AlAanQ.png)(https://i.imgur.com/KhtTVqw.png)(https://i.imgur.com/X6qeDaJ.png)

New mods (The ones that are currently in progress):
Deathstroke's Armor
- Apparel textures to be done and masked by BlackMarket420
- .xml and colouring of textures to be done by Chicken Plucker
- Preview to be done by Chicken Plucker


(https://i.imgur.com/sBting6.png)
Old Republic
- Old Republic Jedi Knight coding for abilities and lightsaber parrying system needs to be done
- Old Republic Jedi Knight armor commissioned to Dandman to be done
- Lightsaber texture to be done by Chicken Plucker
- UI for enlistment to be done by Chicken Plucker
- .xml to be done by Chicken Plucker

MSF
- Food textures
- Figure out how the Tranq guns will be coded (may have to use the Tranq gun mod's .dll with permission)
- UI for enlistment to be done by Chicken Plucker
- .xml to be done by Chicken Plucker

First Order
- Decide if I wanna add Knights of Ren pawnkinds
- Faction logo texture to be done by Chicken Plucker
- UI for enlistment to be done by Chicken Plucker
- .xml to be done by Chicken Plucker

Mandalorian Mercenaries
- Mandalorian pawnkinds have to be always human in coding
- Enjoy coding the Ideology while chinning off source material cause ideology DLC is a pain
- Weapon textures yet to be commissioned to an artist
- Faction preview texture to be done by Chicken Plucker
- UI for enlistment to be done by Chicken Plucker
- .xml to be done by Chicken Plucker
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 07, 2023, 10:05:47 PM
(https://i.imgur.com/n6rbT3M.png)

Hello all, preview is nearing completion. Just need more detailing. Got the old font back and same as old
republic preview, detailing over the outline now as per my new technique.



Meanwhile we have Dan doing the Mandalorian weapons:

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

Galaar-15 rifle (Top) as seen in TCW used by Death Watch

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

Death Watch blaster as seen in the Mandalorian used by Death Watch (I don't know its actual name yet)

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

First Order faction logo done by myself (just traced over an existing artwork and made it better fit RW)



(https://i.imgur.com/Qh27UOn.jpg)

TMC forgot Jorge's backpack so he got to it. It'll be a separate accessory.

other notes
- Jango is unable to do Correilan armor for Old Republic which is a shame
- Dan will do Jedi armor for Old Republic last, it's a shell layer armor that comes with a colorable coat
- shashlichnik has begun adapting Hand-To-Hand to Force powers for Jedi pawntypes
- Taranchuk has finished VOID patches and bug fixes
- Fiendakko will work on heavy battle armor for MSF as soon as he is able



My plans this weekend:

RH2 Factions
- Nerf the spacer weapons to be in line with the RH2 rebalancing

Rimmu-Nation 2 - Clothing
- Add Arthur Morgan's coat and hat dubbed "Outlaw coat" and "Outlaw hat"
- Rename "Detective coat" back to "Noir coat"
- Re-texture for recon jacket and FLUX helmet

re-textures:
(https://i.imgur.com/3PvIesp.png)(https://i.imgur.com/BMML0O5.png)(https://i.imgur.com/w1Zz9mb.png)(https://i.imgur.com/KBks6Ay.png)

FLUX Helmet has PELTORs with a microphone added in for the re-texture. This is for you guys who wanted these kinds of attachments for the helmet, since our modular headgear system never worked out. I'm probably going to return to just combining gas masks/respirators with helmets for future outfit sets.

(https://i.imgur.com/u7asnP1.jpg)

I am only doing this for the FLUX helmet since it always felt so empty with the huge space. It is a helmet meant to be more ergonomic with more space than the other high cuts, fitting these cans for your ears, so I think it's fitting to have them there by default (pun not intended). FAST Helmets and the EXFIL will be left alone as they are. FAST Helmets and EXFIL with some modifications like these may be reserved for factions, similar to how MICH helmets for Task Force 141 has some unique features to it compared to the Rimmu-Nation 2 ones

Recon jacket:
(https://i.imgur.com/78A7LUs.png)(https://i.imgur.com/3htV430.png)(https://i.imgur.com/bkUJ9wM.png)

Based on the "Ghost Pro" trench coat in Black Ops, I don't think Fiendakko necessarily did a bad job on this commission- but I hate how flat it looks.

I commissioned Dan to make a better version, and I'm happier with the re-texture coming this weekend:
(https://i.imgur.com/PI6BUUo.png)(https://i.imgur.com/JOGJdgA.png)(https://i.imgur.com/0WbFXql.png)

Chicken Mitchell 2 - Hairstyles:
(https://i.imgur.com/sbVaIA4.png)(https://i.imgur.com/T4O1mp5.png)(https://i.imgur.com/v5McPD9.png)
Shadowheart

(https://i.imgur.com/x3SoAoH.png)(https://i.imgur.com/HCUyLA7.png)
Karlach

Just adding more hairstyles for Chicken Mitchell to keep things fresh. We've got a few character hairs from Baldur's Gate 3, I will try to add more from the new Warzone 2 game from COD, and will try to fulfil someone's request for Scully and Mulder's hair from X-Files. Was gonna do all party members from BG3 but I think this weekend's window for all these updates are a bit tight.



Finally, I realize many of us here haven't actually seen Fiendakko's work on the remastering of the MSF textures. I left him to his own devices especially since this is someone else's commission when they wanted an update for the mod last year. I'll leave some previews of the textures to close this post.

(https://i.imgur.com/jGWT1IC.png)(https://i.imgur.com/JkxtAsH.png)
(https://i.imgur.com/pmrJnx5.png)(https://i.imgur.com/kWHD34d.png)

(https://i.imgur.com/yj77GdZ.png)(https://i.imgur.com/Rx0o83G.png)


I'll be on my way. I'll see you guys with hopefully a post of updates this Sunday, or latest- Monday.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 08, 2023, 11:16:40 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods Updated:
(https://i.imgur.com/UM8YZRT.png)

Chicken Mitchell 2 - Hairstyles
7 new hairs added
- Shadowheart
- Karlach
- Astarion
- Izzy
- Mulder
- Scully
- Bateman

Rimmu-Nation 2 - Clothing
- Field parka re-texture updated
- FLUX Helmet now has PELTOR headset attached on its texture
- Gunslinger jacket and hat added (Arthur Morgan's jacket and hat)
- Stuffable hats displaying only white texture has been fixed
- Kula vest description fix

Rimmu-Nation 2 - Weapons
- Pistol textures tweaked to vanilla draw size (finally)
- Launcher drawsize enlarged for certain launchers, i.e. MBT LAW and Javelin

(https://i.imgur.com/7lrqtUl.jpg)

Factions:

Rangers:
- Revolvers and handgun shrinked to vanilla size texture
- KBA Railgun damage nerfed from 50 to 35
- Tweaks to hired gun service system

Bounty Hunters:

- Plasma gun damage nerf 14 to 12



Hey guys, wanted to do more hairs and wanted to push for VOID updates this weekend (Monday already) but even with overextending and sacrificing some lovely sleep time, I just ran into issues and lack of time.

Anywho, hope you guys enjoy the new content and the changes. I know its been a while since the last update so this is the first of many more to come.

I'm hoping we get a faction out next weekend but at this rate problems just pop their heads out when we least expect. MSF needs a heavy battle armor and their warmth shell layer clothing done so every faction nearing completion (Old Republic, First order, MSF) has a minor obstacle at the moment stopping them from getting past 70% completion.

Anyway, see you guys soon with more content.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 11, 2023, 12:51:00 PM
(https://i.imgur.com/eF788F1.png)

Hello all, pleased to announce MSF preview is finished. Just waiting on heavy armor, their shell apparel and some UI stuff, then I can move on to .xml coding. The next time you'll see this preview is with the text during release.

Heavy armor preview (done by Fiendakko/Le Faux)
(https://i.imgur.com/GqjBzIJ.png)

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

First Order preview has been touched up with the blaster getting some detailing and etc. I have began their UI art for enlistment, and I plan on releasing First Order first since its the most ready one out of the three factions in the pipeline.

Storage:
(https://i.imgur.com/T7kaADa.png)

Salary:
(https://i.imgur.com/bdLRKqK.png)

Imperial Issue:
(https://i.imgur.com/ial6aND.png)

I may re-use these images to save time for old republic and mando factions, but I'll hear your thoughts on that if you have any and you feel it should be different for each faction.

Mando preview (WIP)
(https://i.imgur.com/FewYJW4.png)

Mandalorians have their previews started, seeing as their weapons are nearly complete. Seriously considered adding their gauntlets since its a massive part of mandalorians to counter jedi fighters. The weapons below are courtesy of Dandman. I have considered making this preview unique from Old Republic and First Order by having only one mandalorian, it also makes it easy for me not having to painstakingly draw two individuals. If anyone suggests to continue this rule of two (star wars pun not intended) then please give us a shout here.

WESTAR-35
(https://i.imgur.com/mYEU5yb.png)

EE-3 Carbine
(https://i.imgur.com/VrLjjDM.png)

Old republic:

Jedi Knight armor (Balmorran Knight armor from SWTOR)
(https://i.imgur.com/ZXGRcqy.png)

Here is the Jedi Knight armor for the old republic, its been done by Dandman. I have considered adding knights of ren for First Order but seeing as their force powers are weak and they don't even use lightsabers.. I am taking a pass on giving them any siths due to canon.

Arkham Deathstroke's Armor:
(https://i.imgur.com/3y2XgZU.png)

BlackMarket420 with this epic armor. Unfortunately cost me quite a ton in commission, about 3 Spartan armors worth from TMC. There'd been some miscommunication and whatnot so that didn't help optimize my price, but nevertheless I'm happy with his work. Once the preview is done for this mod, you will all have Deathstroke's armor rereleased, perhaps with Deathstroke's super soldier serum included.



That's all for now folks, aiming for another update this weekend even if the update is minor just to keep things moving.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 14, 2023, 11:56:43 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/QU4Cz4f.png)

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

About:
The Promethium Armor, also known as the Deathstroke Armor, is the embodiment of ruthless efficiency, where excellence always demands a high price.
   
This mod features the Arkham Deathstroke outfit from Arkham Origins.

Mod Features:
- Deathstroke Armor
- Deathstroke Helmet

Research Requirements:
- Recon Armor

NOTE:
This is an official update of this old mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1099304337

FAQ:
Combat Wombat Extended?
Not yet, those pros will get to it

Credits:
BlackMarket420 - Textures
Chicken Plucker - .xml and preview art
Rocksteady Studios - Arkham Deathstroke design
Marv Wolfman and George Pérez - Deathstroke
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 15, 2023, 10:21:28 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/7V0s3sK.png)

(https://i.imgur.com/qCSmdy6.gif)

[RH2] Deathstroke Armor
- Fixed display .png showing small white outlines for the armor and helmet

[RH2] V.O.I.D. Faction
October fixes:
- Rimhammer Skaven faction incompatibility has been fixed (The cause was our mods sharing the "RH" prefix for animal base in coding.)
- Camera+ incompatibility caused by fixing the Skaven incompatibility has been fixed
- Stalker causing continuous SFX to play when tamed around the colony has been fixed
- New protocol code. Clues yet to be created. Stay tuned.
- Destroying planetary killer sites in dev mode will no longer cause a game over
- Jecstools and HAR related incompatibilities fixed
- Bug with STALKER starving inside an abandoned colony leading to a console log spam that crashes the game has been fixed
- Bug with planetary killer weapon spawning in impassable mountains has been fixed

Features added:
- Nerotonin-8b has the chance to heal more than one infliction/injury (1-3 of the worst injury)
- Nerotonin-8b patched for creatures using AnimalThingBase
- The Nerotonin-4 monsters now have their own category for corpses
- Meat for the Nerotonin-4 creatures now have a custom texture (to better indicate its negative effects).



Hello all, sadly very out of time. I meant to get more done this weekend for modding but I didn't. On the bright side a lot of things got done for me irl and that's what's important at the end of the day cause it keeps things going here.

Progress run down:
(https://i.imgur.com/HnPeaqU.png)

Mando preview is lookin' good but needs more done.

(https://i.imgur.com/6iBYX19.png)

(https://i.imgur.com/o6cNIsM.png)

Dandman has completed all mando weapon textures, including correcting my mistake for First Order when I asked Thogg to do DLT-19X instead of DLT-19D. The 19X version was used by the original Galactic Empire and the First Order is using some new (Inferior Disney) version, with the only difference being that they (First Order) have a new scope and some crummy flashlight or something.

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

A280 DMR will be what the mandos are using. May give them the DLT-19X but I may not include that blaster at all since Jecrell's Galactic Empire already has them.. I may reserve that spot in case I ever do an OG Galactic Empire mod.

For Old Republic I have made a masked Antique Lightsaber that I plan on allowing to be colorable.

(https://i.imgur.com/Xp70P6i.png)(https://i.imgur.com/ArZFHAC.png)

(https://i.imgur.com/zVFv41G.gif)
(Force push in action, a Jedi will be able to force push surrounding enemies in melee range and stun them after knocking them away a few tiles, open for attack)

Shash has made headways for that Jedi framework that the Jedi pawntype in Old Republic will be using, you guys enjoy if you ever get into combat with them since they will be able to reflect projectiles back to you. (Note that I am aware in lore they can only reflect blasters, not bullets or slugs, sadly too much of a pain to code that could end up with us being like CE having to patch for every weapon mod adding new bullets)

(https://i.imgur.com/gV38Iib.png)

Enlist UI for first order done this week. Am honestly running out of ideas for UI art for these star wars factions cause their technology (in terms of everyday stuff that's UI worthy) is so vague.

TMC's Halo work:
(https://i.imgur.com/D04aYax.jpg)(https://i.imgur.com/obIkhlv.jpg)

Jun's Scout Armor WIP. After this all we have left is Emile from the Noble team. I plan on having a total of over 20 armors but we may not even reach that till we run out of good armors to do.

Fiendakko's MSF work:
(https://i.imgur.com/ULhkOjE.png)

Fiendakko finished the heavy armor for MSF. Asked him to do the shell they used to have and headgear from concept art for this armor that their mercenaries will use. Awkwardly I was rushing him last week aiming to get MSF done by this (last) weekend but he got things done, while I failed to even finish a faction as I hoped this week.

Anyways, I am planning on adding more Chicken Mitchell hairstyles for next weekend.

Current plans:
(BG3)
- Lae'zel
- Gale
- Will
- (Minthara? Maybe)

(Cold War)
- Kitsune

(https://i.imgur.com/qY79Z6M.png)(https://i.imgur.com/Hq9L6ww.png)(https://i.imgur.com/jzOQH9l.png)
(Stranger Things)
- Billy H (Done!)

May include his moustache but its so thin that I may not bother. Someone wanted a mullet in the mod and what better place to get one than Stranger Things? I was gonna do Steve Harrington but I preferred Billy's hair cause I found it easier to convert to RimWorld due to the less open forehead area. Nobody wants to look at mostly a forehead on their pawn.

(https://i.imgur.com/4QiAoVC.png)(https://i.imgur.com/HtqPJYk.png)(https://i.imgur.com/cT9jnOe.png)
(Fitness)
- Zyzz (Done!)

"You mirin' bro?"

Closing notes, a new buyout system has been worked on by Taran for mercenary style factions. Will be pushed for Bounty Hunters. It is intended for paramilitary/mercenary hostile factions like Umbra Company or even MSF so that you can convert them into allies that will be friends with your friends, and enemies with your enemies at a high cost of silver.

Tune in next time. See you folks.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 20, 2023, 05:02:36 PM
(https://i.imgur.com/Q8MHiyX.png)

[RH2] Metal Gear Solid

Hello and good evening everybody. Here's what's planned this weekend:

(Note: This Lucky Strike cigarette parody was unused for Task Force 141, may make it to this MGS mod)
(https://i.imgur.com/Tq2oPDA.png)(https://i.imgur.com/UgAKwG8.png)
- Starting scenario
Description:
Solo infiltration mission, few starting rations, cigarettes, etc.

You will start with x1 genome soldier.

- Gene Therapy-2 implant

(https://i.imgur.com/ocYPbep.png)
- MK23 SOCOM

(TEXTURE IS WIP)
- M9A1-S (Tranquilizer)

(https://i.imgur.com/zFGlEbA.png)
- High Frequency Katana

(https://i.imgur.com/9MlvPAu.png)
- Sneaking Bandana (FOX)
Description: Bandana will now be colorable rather than having two recolors.

(https://i.imgur.com/dnR11hI.png)
- Sneaking Suit (FOX)

(https://i.imgur.com/05xo91p.png)
- Sneaking Suit (FOXHOUND)

(https://i.imgur.com/gTIhyRG.png)
(https://i.imgur.com/Swf9Kks.png)
- Exo Suit and Exo Helmet (Gray Fox)


Other planned additions to the mod:
- Raiden's Exo suit and Headgear
- Raiden's High Frequency Blade
- Cyborg Ninja incident, joins your colony (May be a reskinned Man in Black Event or a deserter quest. Undecided)



Currently unused assets:

(https://i.imgur.com/MVor8ov.png)
FAMAS G1

(https://i.imgur.com/VNS6Ksz.png)
High Frequency Blade

Special thanks to Fiendakko for carrying the mod and doing the apparel textures for this one, he's currently finishing up MSF apparel and the last weapon for this mod. I've commissioned him to do Raiden's Exo Suit and potentially Snake's MGS 4 sneaking suit in future.

Some differences with this version will be the removal of genome soldier's helmets and a bunch of other 1.2 features involving C# that needed to be cut to make things work. I was thinking about a heavy trooper (genome soldiers with armor, and sneaking suit-esque uniforms) but I'm unsure about adding them along.

It has made me wonder if it would even be appropriate to include the FAMAS G1 if the scenario is a solo metal gear sneaking mission, or if you guys should have a full squad to start with. Please voice your thoughts if this is a major issue for you here.


Currently finished Chicken Mitchell 2 Hairstyles:

Gray Fox:
(https://i.imgur.com/e7JtoBU.png)

Meryl:
(https://i.imgur.com/398jAR4.png)

Kitsune:
(https://i.imgur.com/WI2AgTy.png)



Am currently unlikely to continue the Baldur's Gate 3 hairstyles this weekend due to time, seeing Lae'zel's hair and all the details made me cry since I've been trying to push for MGS all day, only to be hit with obstacles. I'll do my utmost to re-release all MGS hairs in preparation of the MSF Faction which I aim to release next week.

After that, the next 2 weeks will be dedicated on First Order. Hopefully we get all this done in that time span, then get Old Republic out and whatever else is next.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 22, 2023, 07:03:30 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

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

Kept you waiting, huh?

Previews:

(https://i.imgur.com/sP5fTiw.png)

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

(https://i.imgur.com/4vq0ABJ.png)

(https://i.imgur.com/a1nQW7U.png)

(https://i.imgur.com/UMT2IYu.png)

(https://i.imgur.com/AEBZHEv.gif)

Mod Features:
(https://i.imgur.com/JWQbAbp.png)
- Items:
• Sneaking Suits (MGS 1 and MGS 2 variant)
• EXO Suit THI set (Gray Fox outfit)
• High-frequency Katana
• SOCOM Mk 23 MOD 0
• M9A1-S Tranq with Non Lethal rounds (Credits to Tikubonn for anesthetic gun code)
• Custom backstories for FOXHOUND scenario pawnkinds

(https://i.imgur.com/x1OqTCu.png)
FOXHOUND Scenario:
(https://i.imgur.com/JyLCh3T.png)
- Operation Intrude
• Start with 1 biologically enhanced infiltrator
• Pack of cigarettes
• Rations

Quests:
(https://i.imgur.com/ARXfanZ.gif)
- Cyborg Ninja joiner
• A chance for a Cyborg Ninja to offer to fight for your colony!


Planned content:
- Items:
• Raiden's EXO suit
• Raiden's High-frequency Blade
• FAMAS-G1
• MGS 4 Sneaking Suit

- Quests:
• Revengeance incident
• Crashlanded infiltrator incident

FAQ:
Cyborg Ninja quest triggers a weird bug on the quest description!
Hello all, just to note that there is currently a known issue with the Cyborg Ninja event regarding the quest description. The quest still functions without any major problems but the description bugs out.

Rest assured it will be resolved ASAP tomorrow. Many thanks for your patience and support on the mod.

What hair mod do you feature includes Metal Gear Solid hairstyles for this mod?
Our RH2 one here: https://steamcommunity.com/sharedfiles/filedetails/?id=2563508022

Why doesn't Gene-Therapy 2 function as a gene for xenotypes?
Because this mod would require the Biotech DLC if it worked that way. This would cause my mod to be locked out to players without the DLC.

It is instead an implant that uses vanilla base coding.

Wombat Extended compatible?
No, please forward patch requests to the CE team Discord.


NOTES:
This is an official update of this old mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1927048814

Recommended to be played with:

(https://i.imgur.com/EHRqTST.jpg) (https://steamcommunity.com/sharedfiles/filedetails/?id=2556532381)
(https://i.imgur.com/KTp2ds7.png)

Please consider to:
(https://i.imgur.com/d6Vx7Sj.png) (https://ko-fi.com/chickenplucker)

So we can afford to build a Metal Gear!

Credits:
Le Faux - Textures
Chicken Plucker - .xml and preview art
Arquebus - .xml and C# coding for quests
Tikubonn - Anesthetic Gun Mod .dll
Anton Betita - Acoustic cover for "The Best Is Yet To Come"
Hideo Kojima - Directed by Hideo Kojima
Hideo Kojima - Written by Hideo Kojima
Hideo Kojima - Metal Gear Solid series
Konami - Hideo Kojima

Link to Tikubonn's Anesthetic Gun Mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1220397176


Link to Anton Betita - Acoustic cover for "The Best Is Yet To Come"
https://www.youtube.com/watch?v=v_fQWiFhGUk




Other mods updated:

(https://i.imgur.com/Upz7n0P.jpg)

Chicken Mitchell 2 - Hairstyles:

New hairs added

Female
- Kitsune
- Laswell
- IQ
- Meryl

Male
- Solid Snake 2
- Gray Fox
- Billy H
- Zyzz

Deathstroke Armor:

- Buffed armor by reducing move speed penalty and slightly increasing sharp protection.
- Armor cold and heat insulation severely nerfed as the insulation was accidentally left too high



23/10/23 Fixes

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

Uncle Boris' - Used Furniture:

- Fixed Wardrobe and Lamp End Table being set as a "Table" with Gastronomy
- Fixed stuffed categories for Wardrobe and Lamp End Table

[RH2] Metal Gear Solid

- Removed ultratech medicine from infiltrator pawnkind inventory spawn again, added cigarettes instead
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 23, 2023, 04:28:56 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/vPTHLrk.jpg)

[RH2] Metal Gear Solid - Fixes

- Grammar fixes for Cyber Ninja joiner quest
- Taranchuk credited in about.xml
- Cyber Ninja quest joiner fixes
- HF Katana buff for damage and cooldown speed
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 23, 2023, 09:11:18 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
(https://i.imgur.com/7KAtL0f.png)

Mod Updated: [RH2] Metal Gear Solid

(https://i.imgur.com/lg8mGCO.png)
Fixes
- Cyborg Ninja quest fixes for description.
A console error log when triggered is yet to be fixed, but the quest still functions normally.
- Sneaking suit description incorrectly displaying 5.11 TacTec description from Rimmu-Nation 2 fixed.
- General pawnkind generation fixes and additions for the quests.
- White pixel outlines for display textures of the apparel and the solar flare cigarettes have been removed
- Bandana description fix

(https://i.imgur.com/gKb5Bhk.png)
Features
- New 50% chance for a Cyborg Ninja event to trigger alongside "Man/Woman in Black" event
- Transport pod crash incident which includes an Infiltrator

(https://i.imgur.com/jzLFjNu.png)
Tweaks
- Sneaking suits now use stuffable item stats, x0.87 multiplier of the fabric used in terms of armor.
- Sneaking suits now longer require steel and spacer components, rather, 2 industrial components
- Sneaking suits now require 85 Fabric to craft rather than 50
- Gene-Therapy 2 no longer has an added offset suppressing pain. It has been completely removed.
- FOXHOUND Logo redone in RimWorld style (To the best of my ability)
- Stealth Bandana now has melee dodge chance and hunting stealth stat offset rather than shooting accuracy and pain threshold
- Improved scenario description
- Improved scenario intro dialogue description

Special thanks to: Arquebus for C# coding and quest coding.
Added notes: Known issues with console log giving messages for TransportPod quest and the Cyber Ninja quest will be fixed ASAP.



24/10/23 Fixes

(https://i.imgur.com/mKcN5vu.jpg)

[RH2] Metal Gear Solid
- Fixed scenario issue where if DOOM mod is enabled, the infiltrators spawn with praetor suit helmet.


24/10/23 Hotfix

[RH2] Metal Gear Solid
- Fixed the side effect of last patch that caused vanilla coding to spawn on RH2 MGS pawnkinds
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on October 28, 2023, 10:51:53 AM
(https://i.imgur.com/r2q0AaF.png)

MSF Logo



Hello all. Le Faux hasn't finished the shell for MSF yet and Arq unfortunately hasn't gotten to the MGS fixes yet. I was initially hoping to continue rolling down the hill with these updates but I've had a setback of my own with a loss of a family member. Took the wind right out of me.

I'm taking things slow for now and will get to the mods when I get to them. I'm sorry to say the deadlines have been pushed back from the "going all out" hero mode of trying to get MSF, FO and OR by December. One can hope still.

Will get back to you guys with more updates hopefully soon. As I take a bit of a breather I'm trying to work on an animation for RW.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on November 01, 2023, 11:12:46 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/FkkVYiB.jpg)

[RH2] Metal Gear Solid - Fixes
- Cyborg ninja quest fixes by Arquebus
- Infiltrator pod crash quest fixes by Arquebus

[RH2] Faction - V.O.I.D.
- Stalker monster fixes, eaten pawns can no longer disappear completely
- Protocol code fixes

[RH2] Faction - Task Force 141
- Enlist.dll fixes for sold prisoner debuff with turn-in

(https://i.imgur.com/9JFo2ao.jpg)
[RH2] Faction - Rangers
[RH2] Faction - Bounty Hunters
[RH2] Faction - Utilitarian
- Ranger gunfighter combat power points decrease
- Enlist.dll fixes for sold prisoner debuff with turn-in
- Pawns for Hire feature added
(https://i.imgur.com/pt0k3Ir.png)
[RH2]Uncle Boris - Brainwash chair
- Xenotype traits can no longer be manipulated to prevent issues

[RH2] Rimdeed
- Trade-in bug fixes that causes sold prisoner debuff
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on November 02, 2023, 03:39:43 PM
Pawns for hire are only for Rangers?
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on November 02, 2023, 07:46:17 PM
Hi all, some complications going on with the team due to irl. Ods is out again due to personal reasons, putting the planned "Rimmu-Nation: Loadouts" on hold, which was gonna add some outfit sets. Jango is also out due to personal issues irl.

Fiendakko is away for personal reasons, slowing down his contribution. TMC is also slowing down due to personal reasons.

Anyway, here's progress on MSF knick knacks:

(https://i.imgur.com/dDoBNAQ.png)
Maxi Burger (WIP)

(https://i.imgur.com/9YNQUlF.png)(https://i.imgur.com/dZr0s93.png)
Maxi Cola

(https://i.imgur.com/d5hJZUl.png)(https://i.imgur.com/ZZfEwyZ.png)(https://i.imgur.com/T3fjkqU.png)
Joya de Contra smokeleaf cigars

(https://i.imgur.com/tRyJtOH.png)
(https://i.imgur.com/yzTdSyu.png)

Dandman is finishing the Deadpool outfit for the upcoming Deadpool mod re-release which I plan on including Weapon X serum, one weapon and perhaps a Deadpool scenario. If its too much I can simply make it an outfit mod.

(https://i.imgur.com/PIyt3Ji.jpg)
(https://i.imgur.com/v7p2AbI.jpg)
TMC is slowly progressing, he's got commitments irl which are more important so the Halo armors have slown down. The good news is that we have accumulated a lot of armors. Here's a few things I believe we need:

- Emile's armor set
- UNSC Marines armor set
- Whatever else

Anyway my focus is a passion project of mine at the moment due to all the overwhelming issues of mine irl, I wanted to slow down modding again just until I finish this project:
(https://i.imgur.com/tnPbF5d.png) (https://www.youtube.com/watch?v=oKUnwi15-kQ&feature=youtu.be)

Below is the link of the film's act 1 opening:
https://www.youtube.com/watch?v=oKUnwi15-kQ&feature=youtu.be

If any of you are remotely interested in this story. I won't spoil the entire plot but here it is:

Rimworld: Total Depravity - "Dying Starr"
Act 1:

Sub-Act 1: Birdie Starr is introduced as a brash, parody of a modern-day female celebrity, living a life of luxury and self-indulgence.

Sub-Act 2: Birdie's behavior leads to her being ousted by Dismal Corporation, replaced, and sent away on an indefinite cruise. She enters cryosleep on the cruise ship.

Sub-Act 3: Birdie awakens in a distant outer rimworld, initially thinking it's a prank. She encounters Bill and Katie, who take her to Ranger Dawes for help.



Quote from: Skynert on November 02, 2023, 03:39:43 PMPawns for hire are only for Rangers?

No. It's for utilitarian and bounty hunters too.

Good to see you again my friend
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on November 04, 2023, 08:04:47 PM
Hello all, this is a progress report of what's to come.

(https://i.imgur.com/qkit5ja.png)

MSF is coming sometime next week. Fingers crossed. It will be a very busy week for me and the mod has a few things needing to be done.

(https://i.imgur.com/XG4tr83.png)
Issues we ran into:
- I decided to revise M2000D-NL and WU S Pistol and change them into M. Nagant Tranq and Mk 22 Mod 0 "Hush Puppy"
- I decided to commission someone to create a Peace Walker "Basilisk" mech for MSF
- I decided to add a railgun for MSF for the heavy troopers
- BDUs of MSF was incorrect and Miller's version is missing
- Mod needed more previews before release
- Turns out when I said "all textures are finished" multiple times here, it was in fact, not finished.

Replaced texture:
(https://i.imgur.com/gZ41TcJ.png)

New "coveralls" and "fatigues"
(https://i.imgur.com/TLptJlN.png)(https://i.imgur.com/boJlDLr.png)

Notes: Found some errors and inaccuracy with the "BDU" fiendakko made. New coveralls are more accurate to source material and inclusion of Miller's fatigues for players/MSF trader pawnkinds.

Replaced weapons (Please excuse resolution sizes):
(https://i.imgur.com/vm07zVC.png)
WU S Pistol
(https://i.imgur.com/GPyVjQn.png)
M2000D-NL

Replacements:
(https://i.imgur.com/kfUlTGc.png)
Mk 22 Mod 0 "Hush Puppy"
(https://i.imgur.com/5cGHQjP.png)
Mosin Nagant Tranq

Notes: Am aware some of you may have preferred the weapons from MGS V: The Phantom Pain but I felt this was a necessary change. If we are to do a Diamond Dogs faction in the future (which we are highly likely to), we cannot afford to use these weapons in the mod. So, in this case, we are using the weapons from MGS: Peace Walker and MGS 3 that were non-lethal.

This allows us so much leeway for a Diamond Dogs mod in the future where all of their weapons will be untouched and accounted for.

Side note, made my own Mk 22 Mod 0 Hush Puppy texture as placeholder since I was gonna try and push for MSF this weekend, but ran out of time. Fiendakko may not have finished his version in time so I made my own for the time being, now it will be unused:
(https://i.imgur.com/zNfdn23.png)

Current jobs for mod completion:
- Credit Omni in about.xml for commissioning Fiendakko for MSF and MGS texture updates - Chicken Plucker
- Maxi Burger textures for stack - Chicken Plucker
- Mission UI textures - Chicken Plucker
- Apparel Display UI textures - Chicken Plucker
- Re-texture bandana and eyepatch to be separate items - Chicken Plucker
- Re-texture Miller's scarf and aviators to be separate items - Chicken Plucker
- Finish all .xml coding - Chicken Plucker
- Do the related MGS V hairstyles for Chicken Mitchell - Chicken Plucker
- Peace Walker "Basilisk" AI controlled mech textures - Times New Roman
- C# code for Peace Walker mech that patches mechanoid fleshtype bugs - Arquebus
- C# code for Peace Walker mech that allows multiple verbs for weapons - Taranchuk

(https://i.imgur.com/XJ5fNDf.png)
Optional jobs (may be done after release, too troublesome to do now):
- Quests
- Cigar (and cigarette for MGS mod) changed to not use smokeleaf hediff, but a new original hediff.
- Possible "Spy" quest where the pawnkind is a female spy dressed like Paz, chased by MSF and you have the option to accept the spy and fight MSF.
- Peace Walker boss fight quest
- Buildable and controllable Peace Walker mechs
- MGS Peace Walker spoof trailer

New Railgun:
(https://i.imgur.com/lLKHQDv.png)
Projectile:
(https://i.imgur.com/SqySmEY.png)
Notes: Thought it would be more appropriate to give MSF instead of another rocket launcher.

I made a few previews done in Peace Walker's display screen style as homage to the old game. Hope you enjoy some of the showcasing of the items and units for what may be the first time in this thread.

Previews:
(https://i.imgur.com/Qj9Pqql.png)

(https://i.imgur.com/KSX46th.png)

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

Side notes: As you may notice this mod has evolved from 1.0's MSF Faction from Red Horse. It's intentional, I want something fresh but at the same time I want MSF to be more morally ambiguous and dangerous- not cut out to be the good guys. I intend for their faction to have dangerous advanced weaponry with the Peace Walkers, some of their AI running amok in the in-game world with them asking for you to deal with it.

The Peace Walkers are planned to lob several rockets at its target, and if possible, I will add a flamethrower and .50 cal machinegun on the thing so everyone can have a really bad day if they're facing multiple.

(https://i.imgur.com/x2pzjyb.png)

(https://i.imgur.com/yR4TYGI.png)

(https://i.imgur.com/01lU48E.png)

Many many thanks and much props to Fiendakko for his hard work doing most of the apparel and weapon textures during my absence and return to modding. Many thanks to Omni who I have to credit for the Metal Gear Solid mod and MSF (Will edit the descriptions later) since he took the burden of funding most of the project when he wanted the 1.0 mods updated.

I wanna deliver [RH2] Faction - Militaires Sans Frontieres to you guys by Nov 12, see you then.


07/11/23

Mod Update:

[RH2] V.O.I.D. - Faction
- Fixes with bug regarding Reaper corpses turning into RoidHulk if female upon death
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on November 08, 2023, 08:46:52 PM
Hi all, I am working through to Sunday and underestimated how busy I was gonna be this week. This week has been consistently late finishes for me so I'm sorry to say but it doesn't seem like MSF is coming out this weekend.

Much apologies to be the bearer of bad news but it'll come out asap. The stuff needing to be done irl for me job is quite important.

Anyway here are some progress on stuff:

Artwork by Times New Roman
(https://i.imgur.com/iBCpjTO.png)
(https://i.imgur.com/0TmEJDW.png)
Details:
Peace Walker "Basilisk" is a bi-pedal, AI controlled mech. MSF will have this for 1.4. It will launch rockets. I want to give it a secondary .50 cal weapon system but so far there's no coding available for that for RH2 so we'll keep things simple. To give you a perspective of its scale, this thing should be larger than most VOID creatures, and it's got a mean melee attack cause it's a giant megakiller robot.

I will try my best to make it obtainable for players guys- but I can't make promises. I just want you to know that MSF are totally the war mongering bad guys they're meant to be despite the neutral relations, and nothing says that more than mechs that launch 8 rockets at you.

(https://i.imgur.com/2ljBua9.png)

Times New Roman will finish the other views and we'll see where to go from there. I was tempted to include Metal Gear Zeke for the mod but I don't know what to do with it cause its a weapon of mass destruction, and it appearing more than once in a capacity that isn't world ending is a bit silly. I'll keep it off the books unless anyone here wants to object.

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

Finally, I just want to emphasize the artist's skill, major props to Times New Roman because he's had very limited references for this thing. It's not like we can just get hands on Peace Walker models for this almost- forgotten mechs. He knocked it out of the park, and I couldn't have done this better myself. I'm grateful to have a talented team behind me.

Before you guys ask "Why did you choose this mech over an iconic Metal Gear"? it's simple. It's because Basilisk can be mass produced and you can encounter a dozen or more should you choose to fight MSF or if you're fortunate enough for them to provide you with reinforcements including a Peace Walker. Same can't be said for a Metal Gear, which is a world ending weapon that needed to be destroyed at the end of each game- you can't just mass produce Metal Gears without breaking the world.


Art by Dandman
(https://i.imgur.com/JHv7oeZ.png)

New coat coming for Rimmu-Nation 2 - Clothing, just another shell. Was thinking of calling it "Veteran Jacket" but MSF currently has "Veteran Smock" so I'm unsure about the term "Veteran". I use it cause both coats are Vietnam war era, modelled after M65 but with modifications like the hood.



Art by Dandman
(https://i.imgur.com/yRaAy84.png)
(https://i.imgur.com/3KCofqm.png)

Deadpool mod will come as update for the Red Horse Deadpool's outfit from years back. This time I will include an implant. I may also update the Deathstroke mod with a metahuman implant mimicing his abilities.



Art by BlackMarket420
(https://i.imgur.com/AtQXXjZ.png)

Batman mod will also come later, need to actually test out apparel accessory systems Taranchuk made for me, its not been tested. I plan on adding smokebombs, jump pack, batarangs and stun bombs for the suit. This is a bit of an early test for Praetor Suit Mk 2 for the DOOM Eternal update, cause if things go well with apparel gadgets for Batman, it will go well for the stabby stabs and flamethrower for the DOOM Eternal Praetor Suit.

Notes:
- Arkham Knight version of the armor
- Cape is a separate layer, jump pack gadget will be on it "Glide" with custom SFX etc. (Couldn't do a grappling hook, no code for it.)
- I'm Batman
- I'm Vengeance
- WHY DID YOU SAY THAT NAME?!

Much love to the late Kevin Conroy and Arleen Sorkin. May they rest in peace.

See you guys then.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on November 10, 2023, 01:56:58 PM
Nice work. I always watch here, you and VE team are only modders that I follow regullary. That mech, it will  be vehicle?
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on November 12, 2023, 11:07:40 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/UMT2IYu.png)

[RH2] Metal Gear Solid
- Royalty DLC patch for the Fallen Empire to find FOXHOUND friendly
- Gene-Therapy 2 white pixels near texture fix



Hi all, didn't have a proper weekend nor did I make too good progress on anything. Hit a stone wall on both MSF and my secondary project- Deadpool mod. Its both due to lack of C# coders being available. I know we've all got our own things going on so complaining won't be appropriate for me. I need both Arq or Taran to do something with these mods before we can continue.

(https://i.imgur.com/FnvgdpH.png)(https://i.imgur.com/9azmHqr.png)(https://i.imgur.com/NW0ZUm3.png)(https://i.imgur.com/5YbzBWr.png)

The Peace Walker has been completed by Times New Roman. It's planned to be called "Peace Walker" in-game.

(https://i.imgur.com/GkqTR6N.png)

This is the Hughes AIM-4D Falcon, an old missile system that the U.S. had back in the era MSF would be active. I'll have the Peace Walker launch 5 of these to unlucky foes on the receiving end of the freedom tubes. You'll rest in peace alright.

Coding needed for Peace Walker:
- Harmony patch for mechanoidfleshtype to not bug out and cause Peace Walkers to be identified as "Mechanoids" for vanilla (Needs C#)
- Trailing missile smokes
- Multiple weapons/verbs (May be cut due to Taran being inactive on my end)

To answer Skynert's question before I reply to him below: Yes this is an AI controlled pawn. It is not a vehicle.

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

Did more previews for the mod. I wish for one more including Paz, may add her quest in the end if I have time where MSF is chasing a spy similar to Royalty's deserter quest.

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

Also interested in adding Ocelot plush that just adds positive moodlet around a little radius when built in your colony. Also needed an excuse to draw MSF females in their sneaking suits.



Moving on to Deadpool mod which I wanted to release this weekend but found that I cannot:

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

Fun fact: Forgot to save the original file for the preview, what a pain in the butt to find when I had to upload a non-final version here.

(https://i.imgur.com/hin5lp7.png)

Mod will include:
- Deadpool suit and mask
Description: Will have 0.76 multiplier for armor, it's an OnSkin.
- Adamantium katana
Description: Will just use generic plasteel, steel and etc combo. Not gonna bother with a new adamantium resource.
- Weapon-X serum
Description: Will have resurrecting and rapid healing properties
- Weapon-X backstories
Description: One childhood and adulthood backstory for the scenario
- Weapon-X scenario
Description: Deadpool-like pawntype starting with Katana and one survival meal only to survive in the outer RimWorld

(https://i.imgur.com/Nf7eyGh.png)
"Weapon-X Serum"

(https://i.imgur.com/eNwbCtO.png)
"Adamantium Katana"
Notes: Yeah I know. I've made A LOT of katanas already, but I really don't wanna make a Deadpool custom gun where it's painted red with joke writings. I'd rather add his special katanas for the scenario instead of either making new Deadpool guns or using vanilla guns. If in doubt- get the anime sword out.

Notes: Wanted to release this weekend but ran into a major issue where Taranchuk locked resurrector and rapid healing .dll mods that I use for VOID implants into the same .dll where VOID quests are located. I then tried to make it work anyway but it just doesn't work. He has to separate the bloody code into a new one- if he's even ever gonna be available to get around my list in time for this mod.

Worse case I can ask Arq- but he may also be overburdened with work if I dump everything on him too. It's a dilemma.

I managed to finish the Deadpool mod animation before the mod even got a chance to release, if any are interested:

https://www.youtube.com/watch?v=hl398ecUXJI&lc=UgwgGrM1rdVVo_fzsQN4AaABAg
(https://i.imgur.com/MuIrxPO.jpg) (https://www.youtube.com/watch?v=hl398ecUXJI&lc=UgwgGrM1rdVVo_fzsQN4AaABAg)



Quote from: Skynert on November 10, 2023, 01:56:58 PMNice work. I always watch here, you and VE team are only modders that I follow regullary. That mech, it will  be vehicle?

Hello brother, thanks!

It won't be a vehicle, I want it to just be like old school Red Horse where it's like a drone. I hope I can get it working for Biotech so you can control it manually- but one step at a time since the mod is having trouble even getting out of the door.

C# blues mate.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on November 19, 2023, 10:28:08 PM
Hi all, just short update regarding MSF and what's coming. Sadly as much as I have been working tirelessly and freshly back in making apparel with a brand spankin' new and streamlined template, nothing was pushed this weekend.

The MSF List:

Current jobs for mod completion:
- Credit Omni in about.xml for commissioning Fiendakko for MSF and MGS texture updates - Chicken Plucker
- Maxi Burger textures for stack - Chicken Plucker
- Mission UI textures - Chicken Plucker
- Apparel Display UI textures - Chicken Plucker
- Re-texture bandana and eyepatch to be separate items - Chicken Plucker
- Re-texture Miller's scarf and aviators to be separate items - Chicken Plucker
- Finish all .xml coding - Chicken Plucker
- Do the related MGS V hairstyles for Chicken Mitchell - Chicken Plucker
- Peace Walker "Basilisk" AI controlled mech textures - Times New Roman
- C# code for Peace Walker mech that patches mechanoid fleshtype bugs - Arquebus
- C# code for Peace Walker mech that allows multiple verbs for weapons - Taranchuk

As you guys can see, sadly not too much done. Spent this weekend running around on fire for the Deadpool mod and just relaxing with family. Was my birthday. At least Arq got the .dll done, was a massive thing, now we're back to making drones for RH2. As the kids say these days: "Bet"


Deadpool mod progress:
(https://i.imgur.com/9OhaSxg.gif)

New plans:
Taskmaster Incident - "Along came a spider":

Black Widow Pawntype
(https://i.imgur.com/Hc24I9x.png)
Black Widow pawntype is fleeing, claims she's being chased by a powerful master assassin nicknamed "Taskmaster"

Possible quest names:
Along came a spider
Black Widow
Taskmaster
Task Manager
Red Sparrow

Black Widow suit will include:
(https://i.imgur.com/Oto6q2u.png)
(Widow's Bite gadget UI)
A built-in stun gun with the suit.
Note: Black Widow suit will be the prototype for future gadgets on apparel, such as the Batman suit and DOOM's Praetor Suit Mk 2. If we can get ONE stun gun working, it'll be all gucci.

Also the suit is from End Game, and so is the hairstyle.

Taskmaster Pawntype:
(https://i.imgur.com/IXnTHwa.png)

Energy Longsword:
(https://i.imgur.com/XgNbY5O.png)
Notes:
Equipped with an Energy Longsword, a custom Taskmaster shield belt, this pawn will have Max Melee stats, custom backstory, potentially his own implant that maximizes his reflexes, causing him to be extremely nimble for attacks.

We'll call the implant "Photogenic Reflex implant" or something, goes in the brain.

This pawn will spawn solo, during the Taskmaster incident, chasing a Black Widow pawntype, and you will have the rare chance of recruiting one or just killing them.

Wolverine Incident - "Stranger in Yellow":
(https://i.imgur.com/rfeNYOD.png)

Wolverine pawntype with planned implants:
- Adamantium bones
Desc: Enhanced durability for the pawn
- Adamantium claws
Desc: Powerful melee attacks with the implant without need of weapons
- Weapon X serum
Desc: Same as Deadpool's, rapid healing and rapid resurrection after death

Wolverine pawnkind will only spawn if your colony has been torched. I think any other incident introducing a pawnkind this powerful will be broke, but how cool is it that you get a "huge jacked man" after your colony gets torched.  8)

Other plans for the deadpool mod:

Mod 1: RH2_ForcedPawnKindNames.dll
Pawnkinds forced names:
- Forced forename
- Forced nickname
- Forced surname
- editable in .xml
- Alternate names if pawn spawns as a different gender please
i.e. "RH2_Pawnkind_Wolverine"
<FirstName>James</FirstName>
<NickName>Logan</NickName>
<SurName>Howlett</SurName>

Mod 2: RH2_ForcedPawnKindGender.dll
Another pawnkind extension please, just forces a certain pawnkind to spawn as a specific gender
i.e. "<ForcedGender>Male</ForcedGender>


The following two new .dlls would allow us to modify faction leaders, which I can use for future mods. I will probably set MSF's leader as a male always guaranteed to be Big Boss, we shall see with the possibilities. Potentially it'll just be a big boss nickname, so I don't end up with 100 clones of Big Bosses that all look alike, in case players kill them.

The gender one is useful for Last Man Mercs' return, cause of their barbie pawnkinds, and for other factions with forced genders for pawnkinds.

In this case, I just want Black Widow pawnkinds to always be female.

Other plans:
- Alternate Taskmaster armor from PS4 Marvel's Spider-Man (Will likely be its own mod if it isn't finished before this mod is out
- Gwenpool apparel and pawnkind for crashlanded incident

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

This is what the Deadpool mod has evolved into guys.

Deadpool scenario will now start with:

x1 Deadpool
x1 Adamantium Katana
x1 Chimichanga

(https://i.imgur.com/qwUsvtr.png)
Adamantium Katana re-texture
Notes: used a lot of the Hanzo sword for this, hated the old texture. The real sword wasn't that straight and I have come to find straight swords like that may be weaker. Handle isn't ergonomic. Prefer this new one.

Chimichangas
(https://i.imgur.com/nSpSIII.png)(https://i.imgur.com/RIikZdj.png)(https://i.imgur.com/ZaNbmqO.png)(https://i.imgur.com/allgBJk.png)

Made of vegetables and meat. You start with only one for the Deadpool scenario, sad times.


That's all for now folks. I know a lot of you have been waiting eagerly and expecting MSF, I'm sorry it isn't here and that it isn't even ready. It may take another 2 weeks guys, I know I didn't have to ADD all these new Deadpool features but I opted to do that instead cause I wanted to have some fun. MSF is honestly kinda stressing me out cause I'm afraid it won't be as good as I hope- and I'm anticipating a lot of troubleshooting.

On another note I wanna finish an animation for MSF before release, but sadly Eleven Labs has locked me out due to a limit with changing and adding voices. Sucks, didn't know that was a thing and I now sit on over 90,000 free characters for voices, and I have no use for them because I can't have a big boss, miller or paz voice for what I wanna make.

See you guys soon.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on November 24, 2023, 04:09:51 PM
Happy Birthday!
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on November 26, 2023, 07:23:53 PM
Progress report:

The Multiverse of Modness

(https://i.imgur.com/Zf7cE3Z.gif)
(Taskmaster re-textured, details below. Old version has been cut.)

Hey all, worked myself to heck Friday to Saturday, I REALLY thought this Deadpool mod was gonna be easy peasy but I  bit off more than I can chew and underestimated this and MSF.

Anyway some progress has been had and some positive new stuff we have.

NOTE: Most text below are placeholders, as the descriptions haven't been finalized yet

Scenario
(https://i.imgur.com/yhdwJbz.jpg)

(https://i.imgur.com/UUxfb8I.jpg)

(https://i.imgur.com/eNQTZOW.jpg)

Notes: As you can see, I didn't edit the names of the pawns that spawn. Arquebus has coded a way for me to force names based on gender, so you are always guaranteed Deadpool. Along with the backstory, I found that this is gonna be a load of fun.

I can incorporate these new mechanics for other mods later, just wait and see. Tempted to add it for MSF and force Kazuhira Miller or Big Boss, but there may be unforeseen consequences if there ends up being 10 big bosses after you kill the first one. While it will be hilariously accurate to Metal Gear (Spoiler alert) due to the several body doubles claiming to be Big Boss that dies in the series, I think its less reasonable than seeing multiple versions of marvel heroes.

(https://i.imgur.com/fOrOflG.jpg)

There he is, you crashland as Deadpool, with one chimichanga and your adamantium katana. I've added custom sounds to the sword as its meant to be powerful.

Credits to Sovereign and BlackMarket420:
(https://i.imgur.com/SPE9UXH.png)
New Taskmaster sword, will be renamed to "Monomolecular Blade" rather than energy sword.

(https://i.imgur.com/sLEbzL9.png)
New Taskmaster armor, Insomniac games' version from the Spider-Man game.

(https://i.imgur.com/YA30hsj.png)

He always spawns as "Anthony Masters" with the Nickname "Taskmaster", and so does Gwenpool and Wolverine. At the moment Gwenpool and Wolverine's coding in .xml isn't finished so their bodies and hairstyles aren't spawning consistently.

(https://i.imgur.com/8wMPbCY.jpg)

(https://i.imgur.com/ZqNALzI.jpg)

I decided to give him 20 on everything except 2 skills he can't copy, Social and Intelligence. Taskmaster is supposed to have photographic reflexes, I am currently awaiting on coding that enables him to dodge 80% (May be more) of incoming melee attacks as currently the game caps this to 50%. He is also meant to have an insane learning boost.

(https://i.imgur.com/cvfbmel.jpg)

Reminder that Taskmaster will spawn chasing a Black Widow pawntype. He will be part of a scripted event that you will encounter only once, like the fleeing praetor. He is extremely powerful as an enemy, I designed him in such a way to be as comic book accurate as I can in that he could defeat multiple foes in melee combat (including VOID melee fighters) and has decent protection against projectiles.  He IS meant to be a boss fight, and if you manage to capture him, you've earned him.

Taskmaster Belt:
(https://i.imgur.com/ZkXTYNI.png)

Just a generic shield belt you can fire out from. Has a lot of protection, slower recharge than the bounty hunters' one. May specify stats later if and when I finalize things. I thought he needed this, otherwise he was too soft for the boss fight, especially when you attack him with multiple pawns.

I suppose against a tribal colony, with the monomolecular sword he can make quick work of everyone- but what the heck do you expect when a comic book villain, master assassin fights a bunch of tribals with sticks and stones.

Chimichangas variants:

(https://i.imgur.com/LISMa55.png)(https://i.imgur.com/VG4wguJ.png)(https://i.imgur.com/dac5CH6.png)

We have normal, meat and vegetarian. This will use base game coding similar to fine meals and etc.

Implants:
Weapon X serum:
(https://i.imgur.com/VR89fau.png)
Description: Extreme rapid healing, rapid resurrection upon death.

Wolverine serum:
(https://i.imgur.com/p0VD7pr.png)
Description: Enhanced physical abilities. Claw attacks (unfortunately labelled as Wolverine serum in damage hediffs, rather than being labelled claws. May separate claws for that specificity later)

Adamantium Bones:
(https://i.imgur.com/UPUgidz.png)
Description: Pawn is slightly slower on movement, enhanced physical resistance to damage, enhanced melee penetration

Photographic Reflexes:
(https://i.imgur.com/sEDZ8Dn.png)
Description: Pawn has ability to dodge almost all incoming melee attacks, pawn has the ability to rapidly increase learning and retain skills (skill retention to be fixed)

Super soldier serum X:
(https://i.imgur.com/9uXXUD1.png)
Description: Increase the pawn's physical abilities.

Super soldier serum x had to be made for Deadpool and Taskmaster since they're a bit too fragile. I know some iterations of them include no enhancements besides their main abilities, but in some cases, Taskmaster took an experimental Nazi serum from Red Skull, and in some cases Deadpool has insane reflexes before he even had his healing abilities.

For the sake of a blanket fix, I went with a slightly inferior version of Captain America's super soldier serum and just chalked it down to being called "X" cause it fits the theme. I can also implement this on Deathstroke in a form of a sidequest patch if the mod is enabled.

Gwenpool outfit textures by DanDMan:
(https://i.imgur.com/B7kguP5.png)
(https://i.imgur.com/Aud9Tkh.png)

Side note: Have asked him for a Deadpool powered armor, alongside a Wolverine one. It'll be for a later update, cause currently if you do enjoy playing as these pawns and take their roles seriously, you wouldn't want to keep them in their flimsy costumes. Even with their healing abilities, seeing them die over and over gets annoying, so I figure they need their bespoke endgame armor.

Gwenpool and Black Widow doesn't get one. Black Widow is already wearing her End Game attire (rip) and Gwenpool is never really seen seriously fighting cosmic threat level enemies in anything other than her normal attire. As for Taskmaster, he already looks cool as heck.

Am considering a Crossbones enemy addition to the mod later but I think I've done enough in terms of content and should move on to MSF cause everyone including me wants to get that out already.

To be done for Deadpool Mod:
- Hairstyles for Wolverine, Gwenpool, Black Widow (x2)
Note: Hairstyles may require both male and female variants.
- Test apparel gizmos for both Black Widow and Taskmaster to have stun gun/stun bomb abilities, and smokepop bombs.
- Coding for Taskmaster's reflexes
- Finalize implant hediffs
- Credits in about.xml
- Polish and finalize descriptions
- Code all quests
- Deathstroke mod patch that adds a Deathstroke pawntype with a crashlanded quest included
- Previews for Steam release



Side notes:

To be done:
Rimmu-Nation 2 - Weapons:
AK74 texture swap

Metal Gear Solid:
Push K-Ration cooking fixes since its currently labelled as "MREs"

MSF:
- Mission UI texture
- All other huge list of .xml coding

Other progress:

Jedi powers:
Force push:
(https://i.imgur.com/87bHXKE.png)

Force shield:
(https://i.imgur.com/EJxbnzG.png)

Shash has been slowly but surely coding Jedi abilities for our Old Republic faction later. Currently the force shield is using a placeholder texture from Vanilla Expanded, the coding is also taken from them and changed around. It's going to be fixed later on the final product obviously, at the moment its in closed testing.

There will also be an ability that lets Jedi use Jedi mind tricks which triggers pawns to have confused wandering mental breaks.

Halo:
(https://i.imgur.com/6ulwtTA.png)(https://i.imgur.com/y3IbIp0.png)

TMC is working on Emile's armor. I'll add a skull version of the helmet, I may keep a version without the skull, and another with. And yes, I've asked for the EVA helmet to be non-transparent since I think its weird showing a full bald pawn who may or may not have hair.


Final words:

Guys I do apologise for jumping from project to project and the delays, it's been tough. Sometimes the team doesn't budge either cause they all have their own things going on, and me personally when it rests on my shoulders to do the remaining bulk of the work it gets overwhelming. I used to be able to finish these rapido but now things need quality and lots more testing due to the new toys we have to play with and the responsibility of quality assurance.

As soon as Deadpool mod is done, I'll move on to MSF, get that mod out, see whether or not I can finish UAC or First Order, either way I aim to get at least two new factions out before 2024.



Quote from: Skynert on November 24, 2023, 04:09:51 PMHappy Birthday!

Hi, thanks Skynert

I appreciate the gesture bro
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on December 03, 2023, 06:55:28 AM
Wgat about making  Deadpool custom xenotype IF Biotech is detected?
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on December 13, 2023, 08:19:07 PM
Progress report:

Hello all, been a while since I've posted and I do apologise for lack of progression here. I'll get on over to show you what's going on.

First and foremost, the Deadpool mod is delayed because it's evolved a lot.

Apparel:
Crossbones and more villains have been added and will be coded for incidents in the Deadpool mod.
(https://i.imgur.com/W6LjDK2.png)
(https://i.imgur.com/VtqrBoo.png)

(https://i.imgur.com/x1DW2Su.png)
(https://i.imgur.com/1WnoVay.png)

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

(https://i.imgur.com/8UlFhWR.jpg)
(https://i.imgur.com/IEhYVpi.jpg)

(https://i.imgur.com/ApHo9s4.png)
(https://i.imgur.com/Zf8L4aG.jpg)

Hairs:
(https://i.imgur.com/7cgk6rs.png)(https://i.imgur.com/FpjlFyz.png)(https://i.imgur.com/NB4GUDp.png)(https://i.imgur.com/ycRLp7P.png)

Deadpool mod plans:
(https://i.imgur.com/69edSi2.png)(https://i.imgur.com/3ITDiFl.png)

"Wolf Hunt" incident:
Description:
Boss fight where an evil version of Deadpool (Dreadpool) alongside dark Gwenpool arrives in your colony, chasing a Wolverine pawnkind.
(https://i.imgur.com/D0NUXLi.png)

Dreadpool will carry a Muramasa blade capable of permanently killing pawns that can rapidly heal and resurrect. Gwenpool may carry a different mythical sword from Marvel, or I may give her something else.

Fun fact: Dreadpool is an evil version of Deadpool from the comic "Deadpool kills the Marvel Universe" and dark Gwenpool attempted to erase reality in her comics over in Gwenpool. Both characters end up fighting their original Earth 616 counterparts, I thought they'd be perfect boss fights, especially if you, the player have to deal with them and whatever powerful artifact they collected from an alternate world.

(https://i.imgur.com/khQHNBs.png)
"The Punisher" incident:
Man in Black incident where The Punisher spawns with a custom AR-15 and a shield belt to help your colony if its in trouble.

(https://i.imgur.com/mZKS2vt.png)(https://i.imgur.com/bKEGsTb.png)(https://i.imgur.com/Z4n1nfV.png)(https://i.imgur.com/7cgk6rs.png)
"Open Contract" incident:
Bullseye, Crossbones, Shocker and Silver Sable are chasing and hunting down (Good) Gwenpool.

Notes:
- Bullseye pawnkind will have a HUGE accuracy boost on ranged attacks
- Crossbones pawnkind will have a powerfist weapon that can stun
- Shocker pawnkind will have a gauntlet in his suit that can fire explosive shockwaves that can/may stun and may have built in jump pack mechanics using his shockwave ability
- Silver Sable will have a powerful shield belt and her pistol from Insomniac Games' Spider-Man

Lastly:
Powered armor for Deadpool and a Silver Samurai power armor in the works, may add one final boss fight incident involving Silver Samurai who has a large sword that can also permanently kill resurrectors.


Back to MSF, I am back to working on MSF while Deadpool is awaiting some final things:
- C# coding
- Deadpool Powered Armor
- The Silver Samurai
- Anti-healing ray gun (may get canned)

Anyway here's MSF progress on textures:

Mission Screen UI (Will have love deterrence playing)
(https://i.imgur.com/Q9qISGB.png)

Enlistment UI textures:

Mission Button UI
(https://i.imgur.com/RuBC0u7.png)

Guard Duty UI
(https://i.imgur.com/adQMXab.png)

Provisions UI
(https://i.imgur.com/FHNJ3uD.png)

Storage UI
(https://i.imgur.com/TcVm8Cq.png)

Headgear redone:
MSF Bandana:
(https://i.imgur.com/UP1egYO.png)(https://i.imgur.com/G6wWE9x.png)

Miller's Aviator:
(https://i.imgur.com/9eoyEjt.png)(https://i.imgur.com/wzqCxtq.png)

Miller's Scarf:
(https://i.imgur.com/XyC9C3J.png)(https://i.imgur.com/DAhG3pQ.png)

(Cut) Big Boss eye patch:
(https://i.imgur.com/1WqKG7P.png)(https://i.imgur.com/V7JIN5E.png)
Notes: Why is it cut? Because I saw that the bandana renders under the eypatch, so it looks off. RimWorld prioritizes eyegear over other hats so that was an issue. May save for Diamond Dogs in the far future.

For now, still lots of work to be done. I have decided to scrap current progress on MSF coding cause its all over the place with Ranger coding and I've spent too much time not doing anything with it, best start over clean and get it out hopefully before XMAS.

For now, back on MSF.

Self notes:
- Supressed weapons pack update coming to Rimmu-Nation 2 weapons
- Crye loadout apparel pack update coming to Rimmu-Nations 2 clothing
- VOID Faction update pending
- Pending update on brainwash chair
- Pending fixes to MGS mod for the bionic


Quote from: Skynert on December 03, 2023, 06:55:28 AMWgat about making  Deadpool custom xenotype IF Biotech is detected?

It will mean more time and effort coding the xenotype and figuring out how to patch it and making a coder do C# for a double feature. I'd rather cut time and use the hediff system.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on December 14, 2023, 04:41:06 AM
More Provisions? I take that.

QuoteIt will mean more time and effort coding the xenotype and figuring out how to patch it and making a coder do C# for a double feature. I'd rather cut time and use the hediff system.

Ok
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on January 21, 2024, 09:30:44 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Hello folks, apologies for my absence. Christmas time came with a lot of issues that left me a bit demotivated so I am sorry to announce the lack of MSF progress here despite the long wait. I have a few delays with Deadpool, Rimmu-Nation 2 Weapons and a VOID update.

Nevertheless, here are some new content, some fixes for the first month of 2024.

(https://i.imgur.com/IDHY911.gif)

[RH2] Rimmu-Nation² - Clothing
(https://i.imgur.com/xCHGaCm.png)
Maritime Rapid Assault Team set added:
- Crye G2 Uniform (Full body onskin)
- AAC V2 Multicam body armor by First Spear
- FAST helmet SF configuration

Other items this update:
- Combat jacket

Fixes:
- All headgear with missing north textures fixed for compatibility reasons

Other notes:
- Previews have added gunslinger jacket and level 1 backpack from previous updates

[RH2] Chicken Mitchell² - Hairstyles
(https://i.imgur.com/dz8UkZV.png)
(https://i.imgur.com/eAupHzj.png)

New Hairs added:

Male:
Andrey
Barry
Big Boss
Efraim
Killswitch
Langley
Mazur
Miller
Monopoly
Omni Man
Orlov
Punk
Reynolds
Robert
Tennant
Wolverine

Female:
Black Widow
Gwenpool
Lara II
Scarlet
Silver Sable
Tatiana
Velma
Wallaby

Facial Hair:
Andrey
Big Boss
Colbourne (Re-texture)
Killswitch
Langley
Mazur
Monopoly
Omni Man
Reynolds
Robert
Wolverine

[RH2] Metal Gear Solid
(https://i.imgur.com/Q8MHiyX.png)
- Missing K-Rats recipe issue fixed (Was renamed incorrectly as MREs)
- Issue with missing textures for bandana for some users have been fixed.
- Gene-therapy halving healing factor than improving it has been fixed.


[RH2] Faction: Task Force 141
(https://i.imgur.com/3CTLgDe.png)
- Missing textures issue for eye pros for some users fixed

[RH2] BCD: First Aid
(https://i.imgur.com/WtUbJmp.png)
- Toolkits (modded android/mechanoid medicine) have been banned from use by pawns when ordered to administer first aid



Happy New Year all, God bless. Hope this year we get a lot of the old 1.0 factions returning and finish UAC once and for all for cryin' out loud.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on January 22, 2024, 04:12:11 AM
Thanks boss. Happy new orbital cycle :) And God save the Queen King
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Rocket_Raccoon on January 23, 2024, 09:30:03 AM
Much appreciated!
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on January 23, 2024, 05:02:59 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Minor fixes regarding food today guys.

(https://i.imgur.com/oXL8HoV.png)

RH2 "The Rationing"

Mods fixed:
RH2 Faction - Task Force 141
RH2 Faction - Rangers
RH2 Metal Gear Solid


- Fixed Task Force 141 cooking recipe system for MREs
- Fixed Rangers cooking recipe system for Ranger Rations
- Fixed Rangers recipe for muffaberg root beer, now can be found in breweries
- Fixed Metal Gear Solid cooking recipe system for K-Rations



Quote from: Skynert on January 22, 2024, 04:12:11 AMThanks boss. Happy new orbital cycle :) And God save the Queen King

Cheers bro!

Quote from: Rocket_Raccoon on January 23, 2024, 09:30:03 AMMuch appreciated!

Hey RR, welcome back! No problem. Hope to deliver more stuff soon.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: williamb1995 on February 07, 2024, 03:54:46 AM
Hey Hello ,
you really do a good job and I think that my 600 hours on the game are thanks to you with your mods.
THANKS

unfortunately for your new project, I am an old one who loves your first Red Horses 1 mod, I hope every day to review your collection "red horses classic 1.4" to be inflated by the arrival of new mod updated for 1.4 like "the gost" or even "coalition" and others.


so I saw that a modder had re-released the dooms faction mod in 1.4, I took the liberty of asking him if he ever intended to do the same with the other mods, here is his answer

MLIE ; "Ive offered but they were working on reworked versions of their mods. They said they would contact me if their older mods should be updated"

so my question is red horse 1 classic 1.4 still relevant? with us mod put back in 1.4?

otherwise thank you for your work on behalf of the French community
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on February 18, 2024, 07:05:34 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Hello fellas, long time no see. Here's a massive Rimmu-Nation 2 Weapons update:

(https://i.imgur.com/r0l5XuX.png)

'24 Update

- Rimmu-Nation Workbenches re-introduced:
* RN CQB Desk
* RN LBW Desk
* RN HW Desk

- Supressed weapons added:
* M1911-S Silverballer
* USP-S 45
* P226-S
* Glock 17 SD
* M4A1-S DEVGRU

* Mk 14 EBR-S
* M700-S (AICS)

* ACR SD
* AKM-SD
* FN SCAR-L SD
* FN FAL-SD (Tatiana)
* M4A1-S DEVGRU

* AKS-74U SD
* P90 SD
* MP5SD
* M1014-SD

- New weapons added:
* Kar98k
* Mosin Nagant
* Wakizashi (Manganese)

- Spacer weapons re-introduced
* Auger Mk II
* BM003 Razor
* Longbow 1S-1K

Changes:
- Generic rebalancing of weapons such as Longbow 1S-1K
- New sounds for spacer weapons
- Accuracy buff for Kriss Vector
- Five Seven projectile changed from .45 ACP to 5.7 (was an error)
- Research fixes, courtesy of ThatCoolSnek

Credits to TMC and myself for the new weapon art.

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

(https://i.imgur.com/AMOB88g.png)

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

(https://i.imgur.com/MgJf709.png)

(https://i.imgur.com/cUpQAN4.png)

(https://i.imgur.com/0afLrxy.png)

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

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

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



Okay folks, let's talk about MSF. The elephant in the room is under a cardboard box, but it's noticeable. It's still not here.

I've bit off more than I can chew with factions, but I'm gonna put my foot down now and say I aim to get you all MSF in 2 weeks time as of this post, come hell or high water.

It has been very difficult with all the recent incidents and the course I'm dealing with right now irl, but I'm not happy with the lack of progress, considering there's several ready mods in the pipeline that just need coding:

- Old Republic Faction
- New Order Faction
- Mandalorians Faction
- MSF Faction

then there's the fact that DOOM is still sitting here waiting to be updated.

RH2 DOOM
UAC Faction

those will be addressed.

Deadpool mod needs coding, and Spec Ops The Line for RH2 has been commissioned to me so it just moved up in priority.

I will reply to william and also address the old faction mods.

So here's what I aim to be done in the next 2 weeks:

- MSF
- VOID Update (fixes)

Whatever happens, I'll update you guys and stay in comms. (If I don't its probably cause the obstacle course killed me)

Quote from: williamb1995 on February 07, 2024, 03:54:46 AMHey Hello ,
you really do a good job and I think that my 600 hours on the game are thanks to you with your mods.
THANKS

unfortunately for your new project, I am an old one who loves your first Red Horses 1 mod, I hope every day to review your collection "red horses classic 1.4" to be inflated by the arrival of new mod updated for 1.4 like "the gost" or even "coalition" and others.


so I saw that a modder had re-released the dooms faction mod in 1.4, I took the liberty of asking him if he ever intended to do the same with the other mods, here is his answer

MLIE ; "Ive offered but they were working on reworked versions of their mods. They said they would contact me if their older mods should be updated"

so my question is red horse 1 classic 1.4 still relevant? with us mod put back in 1.4?

otherwise thank you for your work on behalf of the French community


Hello bro, that's correct. I want to update the RH2 mods myself but as stated above, I have bit off more than I can chew so things have taken a long time.

Coalition will not return as it used to be. If it returns, it will look either completely different or not at all, since I plan on using official uniforms instead of the tacticool stuff operators wore in MW2019. Ghosts are definitely coming back, but they're far down the list.

I won't say any more for now, because I want to get what needs to be done out of the way first. I'll leave a few teasers here on what is planned after everything is settled:

(https://i.imgur.com/0C9WNFm.png)
(https://i.imgur.com/sx7JFIW.png)

I'm gonna prioritise what's happening in real life for me first cause I'm going through a rough patch, but I'm still kicking for these mods and will get them out when I can



HOTFIX:
(https://i.imgur.com/p5OTgPm.png)
- Wakizashi incorrect texture being used fixed
(https://i.imgur.com/mCDqtFW.png)
- Longbow 1S-1K nerf from 300 damage to 200



HOTFIX 2:

(https://i.imgur.com/KTro1qa.png)

- AKS-74U SD rename to AKS-74UB


HOTFIX 3:

(https://i.imgur.com/f0XaHYO.png)
- AK-74U, VSS and Makarov texture white outlines issue fixed
- Forgot to mention in the OG patch note: AK-74, VSS, AK47 and various other textures have been changed.

In the case of AK47, texture has been remade, in the case of others, the safety catch has been switched.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on February 19, 2024, 06:16:12 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Minor fix today guys, found a small issue in the CM2 update.

Chicken Mitchell 2 - Hairstyles update:

(https://i.imgur.com/mYe6ERW.png)

- Killswitch facial hairstyle label fix



Just gonna spitball some stuff in the works here.

Rimmu-Nation 2 Clothing has planned benches to sort through the apparel just like the Weapons mod being updated later.

I did have this that weren't meant to be added:

(https://i.imgur.com/dfc0Edv.png)
(https://i.imgur.com/2SO4UcW.png)

This is the Killswitch armor. It's obviously a re-colour with much changes of Deathstroke's Arkham Armor, been planning on making an animated series based off this guy since I can't just go around making series about copyright protected characters. Some people said they would like to see it in RN2 Clothing, I'm not sure if its appropriate as a replacement for Hunter Reactive. Anyone's thoughts?

Will leave it out the mod by default if nobody comments. It is a finished armor.



[RH2] Spec Ops the Line

(https://i.imgur.com/CkdM0ob.png)
M4A1 Spec Ops

(https://i.imgur.com/SyVxb2d.png)
M249 Spec Ops

(https://i.imgur.com/cXsZyV8.png)
Steyr Elite

(https://i.imgur.com/fh4eGJ3.png)(https://i.imgur.com/0GVRGcZ.png)(https://i.imgur.com/VOlQ4qE.png)
MREs

Been commissioned to update Spec Ops the Line for RH2. Not satisfied with just updating the code, I am remaking it like everything else in RH2. I am getting back in the groove of making my own weapon textures with the quality I had in the prime days of RH2 before most of the work became commissioned from the other guys like TMC and Fiendakko.

I've decided to just make some small progress while making sure I do what needs to be done first. All that's needed now is some outfits, body armor and headgear. Will exclude a lot of the old content from this mod.

I've also decided to add a new MRE just for the scenario of this mod, unsure what to name it yet but I prefer a new MRE with a new name than overwriting the old one. I know people complain about bloat but I like the diversity in modern stuff we see.

Yes, I'm gonna bring back the medical bag and it will be in Spec Ops the Line. Please give me your thoughts on these things if you don't like an extra MRE or the medical bag returning.

See you guys in a bit.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on February 20, 2024, 02:56:49 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Some fixes for the last RN2 Weapons update guys. Don't miss out, it could blow you away.

Rimmu-Nation 2 - Weapons update:

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

- RGD-5 Grenades have a new and original explosion sound effect
- RGD-5 Grenades nerfed blast radius, warmup time, cooldown time and damage (50 to 32 and 15 to 12 fragmentation damage)
- RN workbenches have been reoriented for the interaction spot
- RN workbenches no longer in drop down to allow players to pick and choose stuffable materials
- RN LBW Desk now needs slightly more resources to build
- RN HW Desk now needs slightly more resources to build



HOTFIX 9000

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

- M1014-SD new original suppressed sound effect
- Fixes to M1911 Silverballer using incorrect texture
- Fixes to M1911 Silverballer using incorrect sound
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on February 22, 2024, 05:45:19 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Small updates guys. Obstacle course hasn't killed me despite the added dose of rainy weather. I thank the Lord.

Uncle Boris - Used Furniture update:

(https://i.imgur.com/Z0jJvSp.jpeg)

- Walls that should be using CornerFiller finally fixed.
Many thanks to WJSabey (Should edit credits later for him just for bringing it up)

Rimmu-Nation 2 - Clothing

- Crye G2 Uniform added legs for cover (Was meant to do that from the start)
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on February 24, 2024, 06:13:34 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

CE compatibility patch for the new update bois and gals.

Rimmu-Nation 2 - Weapons update:

(https://i.imgur.com/T4iCb2E.png)

- CE compatibility patch for the new update. Courtesy of Samael
- Removed Recon from credits
- Added Samael in credits

NOTE: You can safely ignore the GasOperation errors, it's just a duplicate .xml tag with CE that will be removed by them later.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on February 26, 2024, 08:01:19 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/x8WAKh4.png)

Rimmu-Nation 2 - Weapons update:

- CE patch tweaks, courtesy of Autumn Point Eclipse
- Added Autumn in about.xml



(https://i.imgur.com/oXcJViK.jpg)

Current plans for MSF by Wednesday:
- Fix sounds
- Code all apparel
- Code all guns
- Fix all ideology related errors
- Fix all traderkind stuff
- Fix faction stuff
- Fix pawnkind stuff

Just putting a backstop here, the mod currently has working clothing and some guns but only with 141 and Rimmu-Weapons enabled, will sort it through soon and post progress
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on February 28, 2024, 06:03:40 PM
Progress Report:

(https://i.imgur.com/YLWuZFH.png)(https://i.imgur.com/Dt9Asw6.png)(https://i.imgur.com/X6wDjr5.png)

MSF Rations (New textures, decided to go with MGS 3 ration textures not PW ones.)

Tell me if you hate it or we're keeping it guys, simple as

(https://i.imgur.com/CFRZyCC.png)(https://i.imgur.com/FaSzamB.png)(https://i.imgur.com/kE49fQt.png)

Maxi Burger textures

We're getting there folks.

(https://i.imgur.com/YYLUAqP.jpeg)

To do:
(https://i.imgur.com/3x92vGA.jpeg)
- Fix the faction enlistment system cause it isn't working
- Fix the faction settlement naming system
- Add the stealth pawntypes
- Fix the backstories
- Fix all descriptions
- Potentially add a scenario where you play as MSF
- Code the Maxi food
- Fix the sounds

(https://i.imgur.com/N1FXKMo.jpeg)

Massive progress, for one the mod is actually nearing completion

(https://i.imgur.com/TlNzPft.jpeg)

Enlistment needs to get sorted out atm

(https://i.imgur.com/hOEZoQW.jpeg)

This line of red errors show up when I attack the base

(https://i.imgur.com/qifaBxn.jpeg)

(https://i.imgur.com/uhXDuVK.jpeg)

(https://i.imgur.com/UM6dFPI.jpeg)

(https://i.imgur.com/dCPuGdt.jpeg)

I gotta say guys, haven't realised its been years, but its good to see the boys and gals in uniform again.

(https://i.imgur.com/HdWGzfy.jpeg)

They converged together a few moments later

(https://i.imgur.com/1KAqfOF.jpeg)

Close up

(https://i.imgur.com/DOdM0Av.jpeg)

Backstory sample, basically made changes to what 141 backstories are.

More to come, will be out by weekend.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on February 29, 2024, 06:22:48 PM
Progress Report:

Got the enlistment and the colony names working.. It's Pretty good.

(https://i.imgur.com/fFC8VPB.jpeg)

TO-DO by Sunday:
- Fix the faction enlistment system cause it isn't working
- Fix the faction settlement naming system

- Fix the backstories
- Fix all descriptions
- Fix the sounds
- Fix the apparel cause they're all colorable if stuffable atm
- Code the Maxi food
- Code all guns
- Code all apparel
- Add the stealth pawntypes
- Potentially add a scenario where you play as MSF
- Faction balancing (i.e. quality of equipment, skill of pawntypes etc etc.)

(https://i.imgur.com/2E9Ga0p.jpeg)

Haven't touched factions for a while so I had to figure out how my enlistment system worked again. Got it working great. Dreading a 1.5 update if it breaks these bloody features ugh (spoiler alert: bet it will). I spent all day wondering why MSF only had enlistment options when Rangers faction were enabled, turns out it was a patch folder that added the enlistment features.

What you see in terms of labels and descriptions won't reflect the final product. I'm only updating you folks on the progress so you know I'm not gonna take another 6 months to release this.

(https://i.imgur.com/SLw8Tqy.jpeg)

But hey all the MGS V soundtrack and sound effects play during interaction with enlistment. The MGS V TPP and PW loadout screen music plays on missions. It's.. pretty good.

For someone who hasn't played MGS for a while and haven't seen MSF as a mod, it felt nostalgic to say the least. RIP my old PSP.

(https://i.imgur.com/ikACFTi.jpeg)

It's all coming together folks. No greater good, no just cause. When RimWorld calls for wetworks, they'll answer.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 03, 2024, 08:34:22 PM
Progress Report:

Much apologies guys, no release this weekend despite my initial optimism. Admittedly I ended up just wasting time Friday-Saturday mincing around and sleeping a lot, regardless, I underestimated the amount of work needed to be done. The release date is pushed back till 11 of March, but I'll do my best to get it out before that.

(https://i.imgur.com/DiGVIEU.jpeg)

I ran into some problems which the amended to do list will explain below.

(https://i.imgur.com/Mbh7nHP.jpeg)

Besides a few sound errors I had to go through to fix and some new things to add, I ran into other minor annoyances like the MSF Stealth suit neckhole being too low. Had to consult Fiendakko to sort it out.

(https://i.imgur.com/u9tpVXm.jpg)
TO-DO list by next Monday:
- Fix the faction enlistment system cause it isn't working
- Fix the faction settlement naming system

- Fix the backstories
- Fix all descriptions
- Fix the sounds
- Fix the apparel cause they're all colorable if stuffable atm

- Code the Maxi food
- Code all guns
- Code all apparel
- Add the stealth pawntypes
- Potentially add a scenario where you play as MSF
- Faction balancing (i.e. quality of equipment, skill of pawntypes etc etc.)
*New
- Code the Peace Walker as a pawntype
- Custom Sound FX for MSF Railgun
- Custom sound FX for Peace Walker
- Code the Railgun explosion
- Code the Railgun
- You didn't make a railgun blast texture. You gotta make one.
- Re-texture the rations cause I don't like the orange rations. They have to be yellow like in Peace Walker.
- Code the Chicken Hat
- Delete all unused sound files
- Run through and cleanup sounddefs and remove unused ones if any
- Fix the hairs! People keep spawning with beards under masks and colorful hairs! It's not good!
- Trader pawnkind won't spawn with clothes on but spawns with headgears. BROKEN LIKE A DAMN FIDDDLLE!
- Normal gunner pawntypes coded to use normal MSF uniform
- The backpacks aren't working. WHY AREN'T THE BACKPACKS WORKING?!
- Fix the pawntypes who are spawning with no guns

(https://i.imgur.com/zQMWc8m.jpeg)

May end up coding MSF to have no beards because of how the balaclava system works now, it's a bit annoying to see the limitations of RimWorld's headgear and hair systems showing, especially with me always using balaclava with other headgears to allow modularity for you guys. As much as I wish I could go back and re-think that, it's sorta too late. Besides, I prefer the layering system despite being a bit buggy. I just hope 1.5, despite probably breaking everything I'm working hard to get out now, will have headgear layers.

(https://i.imgur.com/Omh6s0G.jpeg)

Again folks, apologies for even more delays, rest assured progress is being made and the mod will come out by next week whether it's finished or not, I will have a closed beta here in Ludeon for you guys, and then release to Steam after its polished.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 10, 2024, 05:37:28 PM
Progress Report:

It's coming out tomorrow.

(https://i.imgur.com/0IB0xdd.jpg)


(Spawned one of each pawntype available in the mod from the MSF faction and a 10,000 points pirate raid)

EDIT: Forgot to mention this sidenote, the peace walker is very basic, but if you have BioTech enabled it gets mechanoid abilities to use smokescreen and etc. (Assuming you manage to take control of one)

TO-DO list by 11th of March Monday:
- Fix the backstories
- Fix all descriptions
- Potentially add a scenario where you play as MSF (Will be canned as the enlistment system is good enough)
- Faction balancing (i.e. quality of equipment, skill of pawntypes etc etc.)
- Code the Chicken Hat
- Fix the pawntypes who sometimes spawn with no guns
- May nerf the Peace Walker, as it is currently very cheeky

New MSF Ration textures:
(https://i.imgur.com/1Ntyt4H.png)(https://i.imgur.com/pyJCWCg.png)(https://i.imgur.com/MdulDc1.png)
Straight from the source material with this new one, I prefer it since it feels a lot more familiar

(https://i.imgur.com/pKHtgYI.jpeg)

The maxi burgers and cola is back, I finally got the trader pawnkinds working too

(https://i.imgur.com/fs1Dbrg.jpeg)

The Peace Walker emits the AI Lullaby ambience from MGS - Peace Walker, I've also gone ahead and added sound effects while it aims (AI Generated voice of Lori Alan, the lady who plays The Boss/The AI)

If you wanna see how things go, watch the video for a bonafide preview of MSF.

(https://i.imgur.com/8hEeual.jpg)

I also decided to keep gunners in heavy armor, and separate the elite and normal gunners by allowing the Elites to spawn only with the railgun since it was too rare.

(https://i.imgur.com/k0IGiYr.jpeg)

MSF troops also spawn with "Veteran Smock" which is just a Vietnam era jacket with an alice webbing, so the troops still use their normal uniform, but during cold weather they spawn with these things.

(https://i.imgur.com/xAh5Fn0.jpg)

Some pawns also spawn with the backpacks, but I notice for the most part it seems awfully rare. I did choose not to tag the stealth pawns and elite heavy gunner pawns with these, since they use more advanced utility and I felt it would spoil their look.

(https://i.imgur.com/6s1NMDj.jpeg)

I've also gone ahead and shifted MSF from using mostly cloth to Devilstrand, since it makes sense if they've been hunkered down in an outer rim planet for a long time and make quite a bit of money with their advanced technology and their somehow sustainable service of taking part in wars perpetually.

Final note: Listening to Autumn's advice, the M1 Helmet from Rimmu-Nation clothing is tagged to be used by MSF troops if Rimmu-Nation 2 Clothing is enabled, so the fellas have a helmet.

See you guys tomorrow!



EDIT:


Ladies and Gentlemen, the Peace Walker is now equipped with a total of 3 weapon systems.

- Cluster bomb launcher
- M134 Minigun
- "Peace" Launcher

I'm likely going to nerf the missiles now that the thing has a lot of firepower. I would really hate to mess with MSF and they send this thing on me.

I've also given it a powerful melee stomp attack with custom sounds and etc. in case something approaches it, but it's just a standard melee attack.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 11, 2024, 10:02:40 PM
Beta release:
1.4 Updates: Google Drive Link (https://drive.google.com/file/d/1abeiM0uIKWGavTnkCha3_w6W7bbgwGey/view?usp=share_link)

.. Kept you waiting, huh?

(https://i.imgur.com/X20FLBW.png) (https://www.youtube.com/watch?v=I0xUl_VRCmM%5B/url)

[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)
- Added [RH2] Faction Militaires Sans Frontieres in the Google Drive Red Horse 2 factions folder.

- Updated [RH2] Metal Gear Solid, please make sure to update this mod so there aren't any conflicts. I buffed the Tranquilizer rounds and the M9A1-NL accuracy

(https://i.imgur.com/dDoBNAQ.png)(https://i.imgur.com/9YNQUlF.png)
Leftover TO-DO:
- Backstories refuse to be fixed. Fix it before Steam release
- Code the Chicken Hat
- All descriptions are currently placeholders, may be subject to change
- MSF pawnkinds have no helmet (Except the heavy gunners), may or may not fix this.


NOTE:
The mod is NOT fully finished. It has red errors with MSF pawnkind backstories that is safe to ignore, but please keep this in mind if you choose to install this mod.

Look lads, it's 2AM. I have a lot to say but no time. I'll deal with it tomorrow. If you find any issues, feel free to report it to me, would appreciate it.



BETA HOTFIX #1

Mod beta just came out and I already messed something up lads oh me days.
(https://i.imgur.com/adnyklp.jpeg)

[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

- MSF Enlistment descriptions fixed, was left unedited due to oversight by yours trully


BETA HOTFIX #2

Done it again.
(https://i.imgur.com/wJn2UIX.jpeg)
- Fixed enlistment mission UI description and gave it an original one.


NOTE:
Reminder to those who didn't read, ignore the backstory errors since I'll sort them out before Steam release. If you find any other issues, let me know, the descriptions should be fully nipped now.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 13, 2024, 02:25:10 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

RH2 Faction - V.O.I.D.

- deepsave related issues fixed
- removed protocol and other code spoilers in language.xml
- resurrector.dll split apart to have resurrection and rapid healing separate.
- undying pawn resurrecting related error fixed

Just some fixes pushed for VOID today. Was too tired to return to MSF, had a lot of sleep debt from yesterday. Rest assured, MSF is gonna keep on keeping on. Steam release hopefully by next Monday. I have some surprises in store for you all.

(https://i.imgur.com/veV22Yp.png)

There's more content for the mod coming.

(https://i.imgur.com/JadGGEH.png)
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on March 13, 2024, 04:43:34 PM
My brother in warcrimes gaming, emmm 1.5 is in your plans? :D
Title: Re: [1.4] (WIP) Red Horse ²
Post by: foxr3y on March 14, 2024, 04:41:13 AM
Hey mate, just want to drop my appreciation post. I've been a really big fan of your mods. And I'd like to express my gratitude for all of your work and effort in creating/remaking these mods. And with the 1.5 update on the way, I'm looking forward to seeing what you'll provide. Cheers!
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 14, 2024, 07:07:53 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

MSF is no longer in Beta.

(https://i.imgur.com/wrIItzX.jpeg)

Mod updates:

[RH2] Faction - Militaires Sans Frontieries
- Backstories fixed

[RH2] Metal Gear Solid
- Genome soldier backstory buff

[RH2] Task Force 141
- Some backstories have been buffed, some traits changed. (i.e. combat medics now have bonus stats on intellectual as well)

(https://i.imgur.com/11Nzc3j.jpg)

I've tried to make it highly likely that "Genome soldier" as a childhood and "Mercenary Legend" is the resulting backstory of the boss pawntype for MSF. I've also added a few more childhood backstories, like Intel Corps, Military Chef, Military Mechanic and etc.

Working on a few more content to add then I'll release to Steam.


EDIT:
Minor hotfix - Changed boss pawntype label to "Boss" instead of "Mercenary"

Quote from: Skynert on March 13, 2024, 04:43:34 PMMy brother in warcrimes gaming, emmm 1.5 is in your plans? :D

Hey Skynert my man! Not gonna worry about 1.5 right now. I know the horde and the requests are coming, unlike before I'd rather not have a meltdown and let the anxiety get to me when it comes to getting everything updated.

This time, I'm not gonna worry, if the mods break and they take months or longer to fix, then it does. Otherwise, I'll just carry on my way and I'm looking forward to the new headgear system I've heard rumours about that 1.5 has. We can all use that right about now

Quote from: foxr3y on March 14, 2024, 04:41:13 AMHey mate, just want to drop my appreciation post. I've been a really big fan of your mods. And I'd like to express my gratitude for all of your work and effort in creating/remaking these mods. And with the 1.5 update on the way, I'm looking forward to seeing what you'll provide. Cheers!

Thanks brother, hope we get all the old factions back, it's been too long  8)  8)
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 16, 2024, 04:42:48 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/7iFEHmR.jpeg)

Mod updates:

[RH2] Faction - Militaires Sans Frontieries
- More backstories
- More backstory fixes (i.e. grammar, trait tweaks, i.e. insurgent now has trigger happy as a trait)
- Peace Walker nerf (blast radius of weapons, missile damage, HP reduction)
- MSF Railgun nerf (blast radius and damage)
- Armored Balaclava added
- MSF balaclava slight buff in HP and sharp protection
- Pawnkind fixes
- MSF with biotech enabled now has a chance to have other xenotypes
- SoundDef fixes for sustainers *Edit
- MSF railgun sustainer temporarily removed till fixes *Edit
- MSF Bosses and Infiltrators no longer spawn with M16s, only FN FNC or NL weapons. *Edit
- Elite MSF pawntypes cannot spawn as teenagers with no adult backstories now *Edit
- Elite MSF heavy gunners now spawn with armored balaclava *Edit



EDIT: Sorry folks, had to run so I kept the post short. Basically I saw a lot of friendly fire on high ticket MSF raids. It's no good winning if the majority of the casualties are from your own side so I ended up nerfing blast radiuses and increasing the ai_avoidfriendlyfire thing. Will continue doing more fixes.

(https://i.imgur.com/64u52Ez.jpeg)

ZEKE textures are done. I'm about to create the pawntype. This thing will be a lot more devastating than the Peace Walker.
BlackMarket420 was the man for the job as Times New Roman who did the Peace Walker texture was unavailable.
(https://i.imgur.com/l25qMsO.png)
I have decided not to add nukes to ZEKE, much to nobody's surprise. Currently working on letting players create Peace Walkers and ZEKEs for their own colonies if they have Biotech enabled, and the last thing I want is everyone throwing nukes like it's a tennis ball.

(https://i.imgur.com/J6HBvap.jpeg)

TMC has finished the school uniform Paz wears but only for the female body, we're gonna have to add the spy incident on a later update.

(https://i.imgur.com/7YbEUmh.jpeg)

(https://i.imgur.com/V3aMFZx.png)(https://i.imgur.com/6kZ1jWD.png)(https://i.imgur.com/ubxS1XC.png)

Last but not least, Fiendakko delivered us a kitbash of the Diamond Dogs balaclava, but MSF version so we can have a good in-character armored helmet for MSF. It still uses textiles for stuffables. Raiden is also finished so expect that for the Metal Gear Solid mod.


HOTFIX:

(https://i.imgur.com/zndKtCo.jpeg)
- Reduced the amount of cigars an MSF pawn may have in their inventory (no more 55 cigars in your pocket)
- Mercenary label fixes, plural now says "Mercenaries"
- Infiltrator pawntypes are now labelled "Infiltrator" not "Mercenary"
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 16, 2024, 10:39:15 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)


(https://i.imgur.com/HC8lTo9.jpeg)

[RH2] Faction - Militaires Sans Frontieres
- Metal Gear ZEKE added
- Traderkinds now have MSF item stock
- Enlistment fixes
- Enlistment now has a "Promotion" feature
- Changed what is issued in provisions (Removed devilstrand cloth)
- Changed what is issued in MSF issue (Added Veteran Smock, CISO Rucksack and Armored Balaclava)
- Pawns now have custom names accurate to Metal Gear: Peace Walker soldiers
- Big Boss leader name
- Big Boss pawntype now spawns as a Big Boss phantom (Currently needs coding for the beard)
- Trader pawnkind now spawns as a Miller phantom (Currently needs coding to disallow beards)
- Reduced chances of certain xenotypes who may be more drug dependent to spawn, this also lessens the chance of the phantoms to spawn as a xenotype that isn't human
- Some backstories made are now exclusive to the big boss and trader pawntype

(https://i.imgur.com/tI4MaJH.jpeg)

Been working on some phantoms. Won't explain too much for those who do not want spoilers for MGS lore, but to those in the know: "La lu li lei lo."

Promotion:
(https://i.imgur.com/gPvQR4Q.png)
Added a new Promotion UI if you have at least one pawn with the required skills, you get to promote within MSF.
(https://i.imgur.com/IYW2vfk.jpeg)

After promotion you get the following new option (Yes, I used the Tank Box for the UI):
(https://i.imgur.com/nFuYRgJ.png)
S-Tier issue allows you access to some free heavy armour and sneaking suits from MSF every 30 days, lets you build a fireteam of better equipped specialists if you're building up your troop capabilities.
(https://i.imgur.com/bv8h8UT.jpeg)



(https://i.imgur.com/ld8P2b2.png)
NOTE:
Found a bug with Maxi Colas. If you open the description a ton of errors (by a ton, I mean infinite) come out. I'm looking to fix this tomorrow, please avoid checking their descriptions to avoid a logspam. Opening the description is unlikely to cause a long term issue in your save, but it's better to be safe than sorry. Do not open Maxi Cola descriptions until next update.



(https://i.imgur.com/eWPJTO0.png)

In other news, BM420 has almost finished another Pawnkind I'm adding to MSF as a rare spawn. It's the Peace Sentinel Escort. I'm aware they aren't MSF, but so weren't the Peace Walker mechs. I've decided to go ahead anyway because these guys are the coolest looking enemies, and it's easy to explain away that with MSF's current influence and power, they simply assimilated these guys.

I'm likely to let them guard the trader caravans, and they may not spawn much during raids if at all.

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

These boys will be using the CAR-15, texture courtesy of Fiendakko.



In summary, the current to-do list:

(https://i.imgur.com/PqPrZ6e.jpeg)

- Fix Maxi-Cola description bug that breaks UI
- ZEKE balancing
- Add Peace Sentinels
- Add CAR-15
- Wait for Taranchuk to add forcedBeard and forcedNoBeard.dll for the phantoms
- Wait for TMC to finish peace student uniform
- Spy incident coding
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 17, 2024, 09:28:52 PM
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)


(https://i.imgur.com/MfCWrvI.jpeg)

Mod update:
[RH2] Faction - Militaires Sans Frontieres

- Fixed Maxi-Cola description bug that breaks UI (Took 9 years to fix and was the hardest one to deal with)
- Maxi-Cola rebalancing, it now has a more harsh withdrawal effect, now classified as a hard drug
- Maxi-Cola price reduced from 500 to 300 approx
- Maxi-Cola description changes
- Maxi-Cola now craftable, Go Juice research to unlock
- ZEKE balancing:
* Damage buff for Railgun, damage nerf for frags, projectiles have been slowed down, blast radiuses reduced
* Health and shield increase
- Added Peace Sentinel escorts for the caravans
- Added CAR-15
- Added PS Reinforced Armor
- XM15E1 renamed M16A1, texture has been changed to that with a 30 round magazine
- FN FNC-SD renamed to MRS-4 SD
- Mercenary sharpshooters now have custom sniper backstories
- Elite mercenaries now have a more filtered backstory
- Big Boss pawntypes now spawn with the Big Boss beard
- Miller pawntypes now never spawn with beards
- Xenotype spawn rates reduced to lower percentages (to not affect the phantoms so much)
- New mech longjump abilities if biotech is enabled for the mechs
- Raised the volume of the mech weapon systems
- Changed the SFX for the melee attack the mechs do so it sounds like a mech stepping on things
- Added more variety for pawn names, which gives room for shorter animal/insect related names
- Trade caravans now consist of Kaz and escorts

(https://i.imgur.com/iMSOpGB.jpeg)

Boys, girls and mercenaries..  MSF is ready. I only have a few things left to do.

(https://i.imgur.com/CAynP1J.jpeg)

Final To-do list before Steam release:
- Code and add the Chicken Hat
- Code and add the Peace Student Uniform
- Code and add spy incident
- Code and add a Peace Walker/Metal Gear incident (Optional)
- Code and add gestation for the Metal Gears if Biotech is enabled so players can create these mechs
- About.xml needs proper crediting to a few people and sound sources
- Description polishing for the MSF Faction

Steam release to-do:
- Previews
- Mod description
- Mod trailer

(https://i.imgur.com/ZPUn7KG.jpeg)

That's all for now folks, enjoy the mod as it is now bug free (as far as I'm aware)



HOTFIX:

(https://i.imgur.com/jNTsT24.jpeg)

Patchnotes:
- Elite pawnkinds can now spawn with MRS-4 SD again
- Elite pawnkinds can now spawn with CAR-15


This is a bit awkward after I said "bug free" folks. I realized after the video that the Elite pawnkinds no longer spawn with an MRS-4 SD, so I had to sort that out cause the rifle was still tagged as an FN FNC.

As an added precaution, if you've been playing with any old versions of MSF, please delete the mod folder and install the new one just so you don't get the old broken Maxi-Cola code.

Should be now fixed, goodnight folks.


EDIT:
Fixed MSF download links
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 18, 2024, 05:20:26 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

(https://i.imgur.com/PCij56T.jpeg)

Mod updates:
[RH2] Faction - Militaires Sans Frontieres
- About.xml credits updated
- Big Boss will now always spawn with the first name "John" and surname "Doe" for consistency
- Maxi cola high lasts slightly longer now
- New M134 Gatling Gun for MSF Elite Gunners
- Metal Gear ZEKE shield system recharges 5 seconds faster now
- Metal Gear ZEKE shield radius texture is now bigger
- Metal Gear ZEKE drawsize and size increased by 1
- ZEKE texture reduced black outline size to better fit with Peace Walker
- Peace Walker and ZEKE can now be Gestated in Large Gestator if Biotech DLC is enabled. Enjoy creating them!
- MSF Faction is now naturally hostile to the following factions:
* Fallen Empire (Royalty DLC)
* Task Force 141
* Utilitarian
* FOXHOUND (Metal Gear Solid player scenario)


[RH2] Faction: Task Force 141 *Hotfix
- Fixes for the missing MRE defname, caused a bug last update, my apologies

[RH2] Faction: Rangers *Hotfix
- Fixes for the missing SoundDef errors, caused another bug last update, my apologies x2

(https://i.imgur.com/WBVC4kU.jpeg)

I saw a lot of friendly fire deaths from the MSF Railgun, decided to make it a 50/50 chance they won't spawn with a railgun, so the elite gunners needed a new weapon. BlackMarket420 created the M134 Gatling Gun texture for these folks, those of you who played Peace Walker may know of this thing. It's pretty good.

(https://i.imgur.com/HlBvTUV.png)
Considering MSF has giant bi-pedal robots with multiple weapon systems, 100 MSF Railguns held by elite gunners can be a bit of a Debbie downer. I'd rather they have a chance to have man portable Gatling Guns instead. It's still bad news, but you know.

(https://i.imgur.com/TW1kTY7.jpeg)

I have also decided to not make MSF super friendly rainbow huggy wuggy tree lovers. Instead, they are neutral to players but hostile to rival PMC in the RH2 mod playlist, and they're anti-government so they do not like Task Force 141. True to character, they will engage these factions and you cannot enlist with MSF if you are enlisted with their enemies.

I have decided against MSF being hostile to Rangers since I felt that they wouldn't have problems with law enforcement that isn't strictly out to expand borders or take part in war like conventional troops would. I also believe the Rangers, who have their hands full as it is, wouldn't mind staying out of MSF's business, considering they're not attacking neutral civilian factions and they have a giant Metal Gear that shoots a lot of bombs, while they're running around with outdated revolvers.

(https://i.imgur.com/3B1UFU8.jpeg)

Final note: If you already have an existing save, these changes with faction relations are unlikely to affect you since generated worlds already have them set. Also, big thanks and much credits to Arquebus for coding this faction relations dynamic now made possible.

Steam release will hopefully be this week guys but I'm exhausted and I still have a few things to do. See you with more updates folks.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 23, 2024, 10:18:39 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/JR85Cy4.jpeg)

Mod updates:

[RH2] Metal Gear Solid
(https://i.imgur.com/qIkRRej.png)

(https://i.imgur.com/twuW0Ev.png)
- Raiden outfit set added
- Raiden hair added
- HF Blade added
- New backstories exclusive to Cyborg Ninja pawntypes
- Removed pawnkind skills .dll
- Pawnkinds from FOXHOUND can no longer spawn with vanilla backstories
- Backstory stat buffs
- New pawnkind generated names for FOXHOUND
- Revengeance incident now adds the Elite Cyborg Ninja (Raiden) pawntype instead of the classic Cyborg Ninja
- HF Blade and Katana damage buff


[RH2] Faction - Militaires Sans Frontieres
(https://i.imgur.com/Jb6C22Z.jpeg)
- Pawn naming fixes (Some errors in the names, i.e. Russian: or Latino: were mistakenly left)
- ZEKE Re-texture added

[RH2] Chicken Mitchell 2 - Hairstyles
(https://i.imgur.com/cV521HE.png)
- Added Raiden hairstyle



ZEKE BEFORE:
(https://i.imgur.com/V6CkjIh.png)

ZEKE AFTER:
(https://i.imgur.com/bJkV4Nl.png)

BM420 added more details for ZEKE. I wanted it done before final release.

(https://i.imgur.com/8NIutEU.png)

Times New Roman has also begun re-texturing the Peace Walker. Along with this, we are getting a four legged variant.

You may ask "Why?" when it comes to the re-textures of the mechs, but it's just me taking on-board some criticisms for accuracy, and comparing my work to the stuff AOBA has planned. I wanted more details and I wanted more accuracy for the mechs.

The Peace Walkers will have a new naming scheme, i.e.
Peace Walker (Basilisk)
Peace Walker (Pupa)

The Pupa will have double the cluster bombs and double the miniguns, probably more health and armor, otherwise it's not gonna be any stronger than ZEKE.

(https://i.imgur.com/7ueNEqO.png)

Final piece of MSF uniform in the works, TMC is doing Big Boss' Battle Dress, may call it "MSF Battle Dress" when its out, spawning for the elite gunners only, maybe with a chance of spawning for the Big Boss pawntypes.

See you guys when things get done, some surprises may be coming.

(https://i.imgur.com/xBKSIVc.png)
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 24, 2024, 08:49:52 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/5MscPK7.jpeg)

Mod updates:
[RH2] Faction - Militaires Sans Frontieres
(https://i.imgur.com/yb37AIy.jpeg)
- Peace Student pawntype added
- Peace Uniform added
- "Peace Student" MSF deserter incident added
- Paz hairstyle added
- Removed other female hairstyles from mod (forgot to remove it, sorry)
- Peace Student backstories added
- Reduced xenotype chances even further to minimise risk of custom pawns in incidents spawning as non baseline (Biotech)

EDIT:
- Updated again for grammar fixes on quest


Mod updates:
[RH2] Metal Gear Solid
(https://i.imgur.com/7kxv37G.jpeg)
- Increased recipe reqs for Exo Body
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 24, 2024, 05:54:21 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod updates:
[RH2] Faction - Militaires Sans Frontieres
(https://i.imgur.com/CgJbgqM.jpeg)
- Sound fixes for Peace Walker's aiming sound
- Peace Student quest no longer sends MSF Mercenaries, instead it sends a Peace Walker
- Peace Walker (Pupa) added
- Peace Walker renamed to Peace Walker (Basilisk)
- Peace Student raid delay ticks increased slightly
- Increased the AI Persona cores needed to Gestate all Metal Gears

So now instead of a platoon of mercenaries, you are up against one Peace Walker if you accept Paz into your colony. Enjoy fighting it.

(https://i.imgur.com/Xipm6uX.jpeg)

(https://i.imgur.com/BVkgodr.jpeg)

The new textures Times New Roman made is finally here folks.
Here's a better view:

(https://i.imgur.com/1FyWPWJ.png)
(https://i.imgur.com/9hlts0b.png)

Peace Walker (Pupa) is twice as fast as Basilisk, slightly increased armor, HP and it has double the peace clusters and miniguns. It's no better than ZEKE but it can do some fancy shooting. It's pretty good.

Remaining to-do before Steam release:
- Chicken Hat
- MSF Battle Dress
- (Optional) More quests
- Mod trailer


EDIT:
[RH2] Faction: Militaires Sans Frontieres
Update:
(https://i.imgur.com/JVMbqdR.png)

- CAR-15 re-exported to 512x512 rather than 1600x1600
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 25, 2024, 09:00:18 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

(https://i.imgur.com/5TmSp6V.jpeg)

Mod added:
(https://i.imgur.com/j3zRdxm.png)
[RH2] Storyteller: Paz Peaceful
G Drive Link:https://drive.google.com/file/d/10HDKLBBh1-w42NGoiMGn0bKWdDF_z006/view?usp=drive_link
Description: Imagine Phoebe but she's actively trying to kill you when the big threats arrive

Mod updates:
[RH2] Faction - Militaires Sans Frontieres
(https://i.imgur.com/cu6QCC3.jpeg)
- Tweaks to enlistment description and benefits
- Peace walker and ZEKE drawsize changes
- Peace walker and ZEKE in-game size changes
- Peace walker label names fixed
- Big Boss can now only have the Mercenary Phantom backstory for adulthood
- Changed mod name to have [RH2] cause I forgot the "2". Sorry folks, ensure your mod is enabled upon restart


Hello all, decided that I will release MSF in Steam with a new Storyteller to boot. I may improve her artwork later, but here's to you (Pun 100% intended)

Here is her artwork which I spent a lot of time doing. Initially I went to SFM to use an existing Paz model I could pose and draw, but I actually found some AI generated images of Paz. I decided to combine these two elements:

1* Credit to romiolast for this generated image (https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/f137e8bf-ed82-442a-2405-eb2e62575300/original=true/239393-378506281-best%20quality,%20(masterpiece_1.5),(ultra-detailed),%20(high%20quality_1.3),%20(high%20resolution),best%20quality%20((masterpiece,best%20quality,.jpeg)

2* Credit to wikkitikki for this generated image (https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/af4420cf-8012-4540-9185-1c17eaff02a3/original=true/00184-1225561698.jpeg)

Final result:

(https://i.imgur.com/QDVTT1l.png)

No I didn't use AI to generate the final piece before anyone asks, just used some AI made stuff as reference and did a little kitbash. The hands are obviously all over the place in the references so I had to get creative. I felt the youthful appearance of Paz in the AI generations perfectly captured how I initially saw her in the PSP demo of MGS: Peace Walker compared to the older Phantom Pain model where she has aged by about 9 years.

Anyway, here's some Steam Workshop UI previews I've been working on today. I lost the original templates for these faction showcase thingies so it was a bit of a pain to redo them all, and I also forgot how time consuming these could be.

Here they are if you're interested in seeing the latest changes, as I did nerf and buff some of the provisions:

(https://i.imgur.com/Qv1G428.png)
(https://i.imgur.com/q5SxAqB.png)
(https://i.imgur.com/HcI7bLx.png)
(https://i.imgur.com/wcfJXPZ.png)
(https://i.imgur.com/QkCKH8A.png)
(https://i.imgur.com/vDLIGua.png)
(https://i.imgur.com/ZdzN9Jn.png)
(https://i.imgur.com/IaK1epW.png)
(https://i.imgur.com/NWUzWNO.png)

Finally here's the latest update on TMC's progress:
(https://i.imgur.com/NgGtWKb.jpeg)

Waiting for this. Been trying to make functioning quests for MSF but most of them have broken down so I end up deleting it. When this final outfit is added, I may add a unique Big Boss phantom joiner incident.

See you all next update, say Peace.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 26, 2024, 09:15:27 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod Updated:
(https://i.imgur.com/tEJCEis.png)
[RH2] Storyteller: Paz Peaceful
G Drive Link: https://drive.google.com/file/d/10HDKLBBh1-w42NGoiMGn0bKWdDF_z006/view?usp=drive_link
- Updated Storyteller art

(https://i.imgur.com/rxYLAYd.png)
Just touched up Paz' nose and changed the linework's colour on her inner hair. I was given the criticism that her head was too big, but I don't particularly care cause I think the artwork does the job, there's a bit of "fantasy" feel to it, like it's an anime art or those classic Barbie cover arts with the girls having cartoonishly big puppy dog eyes and big heads. It fits the character.

Anyway, I'm off. See you guys in a bit
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 26, 2024, 11:01:03 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

Warning: This post may contain METAL GEAR SOLID V: The Phantom Pain spoilers.
(https://i.imgur.com/kCqHj9d.png)

Mod Updates:
(https://i.imgur.com/Q7baY7p.png)
[RH2] Storyteller: Paz Peaceful
G Drive Link: https://drive.google.com/file/d/10HDKLBBh1-w42NGoiMGn0bKWdDF_z006/view?usp=drive_link
Changelog:
- Fixed storyteller art head size, eyes, hands and some more shading etc.


[RH2]Rimmu-Nation 2 - Weapons
- Fixed RPK description

(https://i.imgur.com/efxMRXN.png)
[RH2]Chicken Mitchell 2 - Hairstyles
- Added Venom Snake hairstyle


[RH2] Faction - Militaires Sans Frontieres
(https://i.imgur.com/mEptAYA.jpeg)
- Added Venom Snake quest/Peace Walker (Pupa) Boss fight
- Added phantom pawntype
- Added Venom Snake hair
- Changed "double agent" backstory to say "Spy"
- Peace Student incident now adds the following extra raids:
* Sniper Team
* Assault Team
* Capture or Kill Team
- S-Tier enlistment now only gives one of each item, not 2
- Assault and Trader pawns no longer spawn with Veteran Smock, only normal MSF gear
- Assault and Trader pawns now use Hyperweave to compensate for lack of shell warmth
- Phantom backstory is now exclusive to phantom pawntype
- Mercenary Leader is a new backstory exclusive to Kaz pawntype
- Mercenary Legend is a now only exclusive to Big Boss pawntype
- Big Boss eyepatch added
- Big Boss pawntype no longer spawns with bionics
- New "Genome clone" childhood backstory added for exclusive pawntypes



(https://i.imgur.com/fvb0IDQ.jpeg)

The four buckaroos in all of their meme glory.

(Note: To those wondering, I did try to make Venom Snake's scarf but due to limited 1.4 coding, it renders over his beard. Not worth it.)

Peace student changes:

(https://i.imgur.com/hzZwGGI.jpeg)

(https://i.imgur.com/1A2ZKe9.jpg)

Upon arrival, Paz is no longer just pursued by a Peace Walker, you are up against an immediate squad of MSF infiltrators

followed by snipers, and an assault team just dropping outside in the size of a platoon
(https://i.imgur.com/3TypBON.jpg)
(https://i.imgur.com/p1r6vwY.jpg)

And of course, the main star of the show is:
(https://i.imgur.com/nUcPJYs.jpg)

Which is constantly moving towards Paz.

Also here's the new Quest and new Pawntype I decided to add:
(https://i.imgur.com/Hru71kY.jpeg)

So Snake gives you a little speech, and then if you say yes he joins your colony

(https://i.imgur.com/J2TgR17.jpeg)

This thing comes, and its up to you to deal with it. I did try to include reinforcements but coding is limited, so you're on your own with just Venom Snake and his orbital bombardment beam, which by the way, barely dents the Pupa.

Enjoy the new content folks.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 27, 2024, 08:29:46 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

Mod Update:
[RH2] Faction - Militaires Sans Frontieres
(https://i.imgur.com/JovnL0o.jpeg)
- All unique pawntypes now have consistent head shapes (Coded by Taranchuk)


(https://i.imgur.com/m0Zrv0S.jpeg)
No word from TMC yet and everyone's a little busy. Had 3 hours of sleep getting you guys an update last night so don't say I don't love youse lot. After they put me through hours of weapon cleaning the best rifle in the world, I doubt we have much updates to push today.

(https://i.imgur.com/vX5aA3m.jpeg)
I am working on a trailer, at worst it will be an animated .gif, at best, a trailer. I also have plans doing final touches on Paz's storyteller.

There's also a chance MSF backstories will receive nerfs in stats.

If TMC doesn't deliver the battle dress by tomorrow then I'll go ahead without it on steam release.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 28, 2024, 03:36:35 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

Happy to announce that TMC finished the Battle Dress today folks. And I have finished MSF.

Note: Any bad grammar you may see in quest descriptions below have been changed since the screenshot was taken:
(https://i.imgur.com/2vKacL9.jpeg)

Mod Update:
[RH2] Chicken Mitchell 2 - Hairstyles
- Hideo Kojima hair added

[RH2] Faction - Militaires Sans Frontieres
(https://i.imgur.com/bEfw3o0.jpeg)
- Big Boss, Phantom and Kaz pawntypes now have a smaller age range
- Peace Walker (Pupa) base health scale slight nerf by 1
- Allowed MSF to have more Peace Walkers during high ticket raids:
* Peace Walker (Basilisk) now max 6 instead of 4
* Peace Walker (Pupa) now max 4 instead of 3
- Fixes to Venom Snake incident descriptions
- Venom Snake now carries only one bombardment targeter at max
- New Hideo Kojima hairstyle
- New Hideo Kojima glasses
- New Hideo Kojima pawntype
- New Hideo Kojima quest
- MSF Battle Dress added
- Chicken Hat added
- Childhood backstory stat nerfs
- Genome clone backstory no longer includes "Iron-willed" trait
- Venom Snake now has a 25% chance to spawn with a Chicken Hat
- MSF Faction description improved
- Big Boss can now spawn with MSF Battle Dress instead of just MSF Sneaking Suit
- S-Tier issue now only gives 1 of each item, not 2

Hideo quest:
(https://i.imgur.com/PGQibyN.jpeg)

Hideo contacts your colony, asking for help

(https://i.imgur.com/C6xsDWa.jpeg)

This is the easiest "joiner" mission of this mod, seeing as he is chased by a platoon of mercenaries (not a mech), all traitors to MSF.

Venom Snake Quest:
(https://i.imgur.com/bNTiRQ6.jpeg)

Snake has a 25% chance to spawn with the Chicken Hat from MGS V. Only pawn using this hat in MSF. You can buy it in their base, it has a low chance to spawn.

(https://i.imgur.com/qk7CYJl.jpeg)

Big Boss may spawn with the Battle Dress now, not just the Sneaking Suit. Makes him feel like he actually bothers to change his uniform to whatever he feels like when you don't see him now and again.

Here is the crew at the moment:
(https://i.imgur.com/gZhvFee.jpg)

May or may not add Ocelot. Who knows? Not me.

MSF isn't going to be released on Steam till the animated trailer is finished, that's the only thing now. This mod is pretty much 150% complete, anything that has been released lately is an extra addition, thanks to the amount of time we had to release it. I also just have to touch up Paz Peaceful's artwork, and then we're off.

See you all soon.



Yeah I did end up seeing you guys soon. Sorry folks. Didn't keep you waiting, huh?

1.4 HOTFIXES: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)
(https://i.imgur.com/FWGX0V0.jpeg)
[RH2] Faction - Militaires Sans Frontieres
- Reduced Peace Walker Basilisk and Pupa spawn rate because MSF won't spawn with ZEKE anymore if I don't.
* Peace Walker max per group is now 3
* Pupa max per group is now 2
- Forgot to patch for storytellers to trigger our Metal Gear unique pawn quests. It is now patched

EDIT:
- Updated the order of quests:
* Paz - 50 days
* Hideo - 60 days
* Venom Snake - 90 days
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 30, 2024, 06:41:46 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

(https://i.imgur.com/1DaeRum.jpeg)

Mod updated:
[RH2] Storyteller: Paz Peaceful
(https://i.imgur.com/lmE0FJE.png)
G Drive Link: https://drive.google.com/file/d/10HDKLBBh1-w42NGoiMGn0bKWdDF_z006/view?usp=drive_link
- Improved and finalized storyteller art to be closer to vanilla art style

Mod updates:
[RH2] Faction - Militaires Sans Frontieres
(https://i.imgur.com/PCaTMsl.jpeg)
- New Huey Emmerich hairstyle
- New eyeglasses (circular)
- New FPV Body Armour (Black)
- New Mosquito quest
- New Huey quest
- Hideo quest enemies reduced
- Grammar fixes
- Peace Walker (Basilisk) basehealthScale nerfed to 14
- Peace Walker (Pupa) basehealthScale nerfed to 16
- Metal Gear ZEKE basehealthScale nerfed to 20
- 1.5 update

Other mods ported to 1.5:
- Detailed Body Textures 3
- Task Force 141
- Rimmu-Nation 2 Weapons
- Rimmu-Nation 2 Security
- Chicken Mitchell 2 Hairstyles



(https://i.imgur.com/0qlRJTV.png)

Improved Paz' storyteller art one more time and addressed criticism regarding her hair and someone commenting her blazer looks like "dirt" so I touched up shading. Linework to also better reflect vanilla storytellers. I think she's ready for Steam release

(https://i.imgur.com/bERsmjU.jpeg)

Hideo's quest is made easier.

(https://i.imgur.com/ZgW98Z6.jpeg)

Less enemies come.

(https://i.imgur.com/45MGV6t.jpeg)

New Mosquito quest, if you played Phantom Pain you may recognize him. We even bothered to make his custom FPV Body Armor that came in black, with grenades on the pouch.

(https://i.imgur.com/RId4TXE.jpeg)

His quest triggers in around 14 days, chased by 3 traitors. Easiest quest of them all.

(https://i.imgur.com/yARsKj8.jpeg)

Huey Emmerich in the flesh.

(https://i.imgur.com/l3r9Z4q.jpeg)

MSF doesn't go hostile, you lose relations but the Peace Walker has been hijacked by another faction.

Goodluck fighting it.

This may be the last of MSF quests added.

Some issues with 1.5 include skin color override not working, so you may get Big Boss and etc spawning as a latino or black, which is something I'm trying to sort out but vanilla coding has just broken down for it and its frustrating. I also dont see balis and helmets working for 1.5, what can we do
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 30, 2024, 08:20:39 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

Mod Update:
[RH2] Faction - Militaires Sans Frontieres
- All mech weapons nerfed
- Credits fix

(https://i.imgur.com/UxACkyq.png)
[RH2] Paz Storyteller
- About.xml edited (forgot about that)
- 5000 points for initial incident nerfed to 2500


EDIT:

Updated
(https://i.imgur.com/tUhcCm2.jpeg)
[RH2] Faction - Militaires Sans Frontieres

- Elite pawns have more resistance to recruitment and etc.

EDIT again:

(https://i.imgur.com/ZbymLZf.jpeg)
Updated
[RH2] Storyteller - Paz Peaceful

- About.xml spellcheck


EDIT again again:

Updated
(https://i.imgur.com/Hmf8C0d.jpeg)
[RH2] Faction - Militaires Sans Frontieres

- Venom Snake quest grammar fixes
Title: Re: [1.4] (WIP) Red Horse ²
Post by: WorldW4r_2Soldier on March 31, 2024, 02:00:58 AM
Solo quería decirte que me encantan tus mods  :D
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 31, 2024, 05:46:00 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)


(https://i.imgur.com/dHjLy7F.jpeg)
Mod Updated:
[RH2] Faction - Militaires Sans Frontieres
- Fixed forced skin colours for unique pawns in 1.5
- Mosquito's skin color changed to be more accurate to his actual skin color
- TMC credited in about.xml

[RH2] - Metal Gear Solid
- Skin color fixes
- Revengeance fixes

[RH2] Rimmu-Nation 2 - Weapons
- Loadfolders issue fixed, weapons couldn't be found anymore. This has been sorted


Quote from: WorldW4r_2Soldier on March 31, 2024, 02:00:58 AMSolo quería decirte que me encantan tus mods  :D

Gracias my friend, glad you like them


EDIT:

Update again:
(https://i.imgur.com/1ogV4Hn.jpeg)
[RH2] Faction - Militaires Sans Frontieres
- Mosquito backstory grammar fixes
- pixel hands credited for Miller's Maxi Buns logo design
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on March 31, 2024, 06:03:16 PM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Uncle Boris Mods DOWNLOAD LINK (Google Drive) (https://drive.google.com/drive/folders/1TIH8_C2fRx7B0fgNdorpCEoRimRCVg9B?usp=drive_link)


Mods Updated:
(https://i.imgur.com/UCG8j8c.png)
[RH2] Uncle Boris Mods
Uncle Boris' - Used Furniture
* 1.5 update
Uncle Boris' - Brainwash Chair
* 1.5 update
* Changed label to "Brainwash reduce will" to better describe what's going on, instead of recruit
Uncle Boris Radio' - Broodman
Uncle Boris Radio' - Born to Raid
* 1.5 update



What's next Chicken?

1.5 updates and XOF. After that, try and push some of the finished Star Wars factions and then finish DOOM and remake all the vectorized guns by hand.


EDIT:

Mods Updated:
(https://i.imgur.com/13qeJt6.png)
[RH2] Uncle Boris Mods
* Changed label to "Brainwash reduce will" to better describe what's going on, instead of recruit
Uncle Boris Radio' - Broodman
Uncle Boris Radio' - Born to Raid
Added modicon.png
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on April 01, 2024, 11:49:49 PM
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

(https://i.imgur.com/9OVz43u.png)

Mods updated:
(https://i.imgur.com/XyxP0jZ.jpeg)
Militaires Sans Frontieres
- ZEKE base health scale increased (18 to 20)
- ZEKE railgun damage buff
- ZEKE GAU-8 accuracy buff
- ZEKE GAU-8 range nerf
- ZEKE Frag cluster damage buff (40 to 47 per bomb)
- M134 minigun range nerf
- Peace Launcher and ZEKE's Launcher range nerf
- Allowed MSF to spawn with a maximum of 2 ZEKEs in high point raids
- Paz quest grammar fixes
- Paz quest now has a second peace walker that arrives by dropping on edge
- Paz quest now fires after Venom Snake quest
- Quest difficulty ratings changed
- Quest days set day before firing for all unique pawns have been changed
- Genome clone childhood backstory has been nerfed in terms of stats
- Lowered volume of Peace Walker ambience some more
- Quests end condition fixes
- 1.4 has an added Miller the Fiddler incident
- Backstories for unique pawns have been improved in terms of vague storytelling and grammar
- Backstory nerfs for genome clone and adult backstories
- MSF FNG pawns now given normal quality apparel


- BCD First Aid and CASEVAC
- CPERS Arrest Here!
- Hand-to-Hand

* 1.5 update

Notes: CASEVAC needs some fixes before steam push. Has a bad bug.

Rimmu-Nation 2 - Security:
(https://i.imgur.com/tp4f5r2.jpeg)
1.5 has the following changes:
- MIM-23 HAWK SAM turret added
- DShK 1938 turret added
- M82A1 turret added
- M2 Browning fire rate and ammo capacity increased
- Steel refill for all turrets significantly reduced to prevent hauling issues and to better match ammo cost with CE

(https://i.imgur.com/wR4vkcC.png)
(https://i.imgur.com/cqoS0Pl.png)
(https://i.imgur.com/MRgo3og.png)


EDIT Update:
(https://i.imgur.com/7exLU3A.jpeg)
Militaires Sans Frontieres
- Venom Snake quest description and label fixes
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on April 02, 2024, 07:45:03 PM
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

Mods updated:
(https://i.imgur.com/mTj5iXj.jpeg)
Militaires Sans Frontieres
- Venom Snake quest description and label fixes
- Better renderflag fixes for masks (no longer showing hair and beards when worn)
- Peace student quest is now made significantly more difficult.
List of enemies:
x 2 Capture or Kill squads
x 1 Assault Team
x 1 Sniper Team
x 1 Support Team
x 3 Peace Walker (Basilisk)
- Sneaking suits .png cleanup to remove white outline graphic bug

Rimmu-Nation 2 - Security:
(https://i.imgur.com/qRXw8zP.jpeg)
- 1.4 steel refuel reduction

(https://i.imgur.com/FhtPijg.jpeg)
Faction - Task Force 141
- Backpack related fixes
- Masks fix (no longer showing hair and beards when worn)
- 141 backstories are no longer restricted by the modextensions. They can finally reach their true potential in stats. (1.5 fix only)

Mods updated to 1.5:
Rimmu-Nation 2 - Clothing
Rimdeed - Pawn Recruitment
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on April 03, 2024, 11:04:53 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive) (https://drive.google.com/file/d/1GiKcjWjCGO997chsnXKchEIbxnwZmY2G/view?usp=drive_link)

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

Mods updated:
(https://i.imgur.com/uGW8LcM.jpeg)
Militaires Sans Frontieres 1.5
- MSF hiring services added
- MSF hiring services description fix
- Big Boss intro to enlistment edited
- 1.4 private forces feature added
- 1.4 miller incident description fixes

Rimmu-Nation 2 - Clothing 1.5
- Re-exported G2 and FAST SF Display to prevent white outline
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on April 04, 2024, 12:03:19 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods updated:
(https://i.imgur.com/9JXGneb.jpeg)
Militaires Sans Frontieres 1.5
- Stun Rod added
- Peace student now spawns with stun rod instead of Hush Puppy
- Mosquito quest difficulty increased (1 more enemy)
- Mosquito quest now fires after 14 days instead of 17
- CISCO rucksack drawsize reduced by 0.10

(https://i.imgur.com/ecTmt0p.png)

(https://i.imgur.com/YunJYH3.png)
(https://i.imgur.com/Ty7lreC.png)
(https://i.imgur.com/uDx1bZX.png)

Faction - Utilitarian
Faction - Bounty Hunters
Faction - Rangers
Faction - Task Force 141

- Faction Leader names for Rangers and 141 fixed when ideology is on
- 1.5 updates
- Hiring services fix
- Removed unused culture for Utilitarian
- Utilitarian and Task Force 141 no longer hostile to empire
- Bounty Hunters preview slightly improved

RH2 DOOM
- 1.5
- Backstories tweak
- Skills .dll removed for 1.4 and 1.5 as it is not necessary
- Increased minimum age to give pawns full backstory


Mod updated:

(https://i.imgur.com/iJ6XHl3.png)
Faction - Task Force 141
- 1.4 and 1.5 reinforcement feature added
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on April 05, 2024, 01:51:26 AM
1.4 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods updated:
(https://i.imgur.com/qdYYp51.jpeg)
Militaires Sans Frontieres 1.5
- New world logo for MSF, more rimworld style
- More base names
- Mosquito quest will now contain 5 enemies total (Fireteam)

VOID Storyteller
Deathstroke Armor

- 1.5 update

Uncle Boris - Used Furniture
- can build lights on walls now
- can build coolers on walls now without having to deconstruct

Rimmu-Nation 2 - Weapons
- Dragunov SFX changed because it cuts off to early
- Dragunov volume raised slightly

BCD - CASEVAC- Bug fixed an infinite error bug when moving pawns in different beds



New Mod Progress Report:

(https://i.imgur.com/EqG6DMP.jpeg)

Working on a new faction.

(https://i.imgur.com/mc9As5k.png)

This is their PMC logo

World textures:
(https://i.imgur.com/7uubEpL.png)(https://i.imgur.com/Xkdz6UP.png)

Weapons list:
(https://i.imgur.com/jiClKEe.jpg)
- AK-12 (For the regular infantry pawntypes)
- AS-VAL
- AK-105
- SVDS
- PKP
- KSVK (Planned)

Pawn textures:
(https://i.imgur.com/Pr7gTT0.jpg)
"Stalnoy Annihilator"
Large mechanized infantry drone that fires two autocannons, I'm thinking 57mm artillery that can just blow away enemy positions but the weapon looks spacer so I may make it a spacer autocannon.

Credits: HumpalumpaQc - Soviet Mecha model (Sketchfab)

(https://i.imgur.com/j0bUmzE.png)
"KV-2 Walker"

KV-2 Walker can fire its tank shell, has a rocket launcher system and a DShK sentry gun above it. I'll make it rather slow and it will fire two weak rockets and a 10 burst from the sentry gun so it's not too overkill.

Credits: Jabol - KV-2 Mech model (Sketchfab)

Backstory of the faction is that they are a PMC funded and run by the FSSR back in their home. Their original world does have space flight capabilities and a mix of dieselpunk technology with modern. Think Cowboy Bebop. Their onskin outfits are mostly variants of GORKA right now, they have some webbing options, mostly Smersh. There's not too much variety in clothing because I want to make this quick and dirty, and it happened that Ods had available outfits for me that he's freely giving.

The main artists of the apparel in the mod are Fiendakko and Ods. Currently there are no headgear yet, that  is all down to me.

Credits to TMC for the weapons and BM420 for the mechs. I aim to do this while we all wait for XOF to be done.

I understand there may be controversy regarding the faction considering there is a war in Europe right now that divides public opinion, but I want the mod made regardless of current affairs, for the sake of art. It will replace the old "Allegiance" faction mod from call of duty, because I'm free to write the backstory and add my own things into these guys.

See you with more updates soon, been trying to push VOID Faction for 1.5 and wait for taran to fix brainwash chair but we've been running into issues.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Skynert on April 05, 2024, 12:30:38 PM
I like what I see here. But Im waiting to dlc premiere before I start new game.
Title: Re: [1.4] (WIP) Red Horse ²
Post by: Chicken Plucker on April 06, 2024, 02:21:20 AM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods updated:
(https://i.imgur.com/DKbo81x.jpeg)
V.O.I.D. Faction
- 1.5 update
- Hoods now render over VOID helmets

V.O.I.D. Storyteller
- Removed Paz Peaceful beta texture from the folder

(https://i.imgur.com/7t1KrYN.jpeg)
Militaires Sans Frontieres
- Welcome wagon incident added (1.5)
- Bandana renders over head in north view now
- PS reinforced helmet renders over head in north view now

Metal Gear Solid
- Bandana renders over head in north view now
- Cyborg ninja helmet now renders over head in north view

Deathstroke's Armor
- Deathstroke's helmet renders over head in north view now

Rimmu-Nation 2 Clothing
- Bandana and head scarf renders over head in north view now
- Backpack fixes with mismatching descriptions
- Student backpack missing description fix

Rimmu-Nation 2 Security
- Bug fixed with the MIM-23 that caused infinite errors when it goes beyond certain range



Gruppa Krovi progress report:

(https://i.imgur.com/4fTxNh5.png)

Here's the preview without the title.

Mission UI:
(https://i.imgur.com/1t9eiVF.png)

Provisions UI:
(https://i.imgur.com/vEX8ANq.png)

Salary UI:
(https://i.imgur.com/KUujpit.png)

Storage UI:
(https://i.imgur.com/274SOzx.png)

Guard Duty UI:
(https://i.imgur.com/mjvgOvv.png)

PMC Issue UI:
(https://i.imgur.com/lUH4qxV.png)


Drugs:
(https://i.imgur.com/UiQT7Xm.png)(https://i.imgur.com/YRiwapu.png)(https://i.imgur.com/bGKRHj4.png)

"Dima" cigarettes

(https://i.imgur.com/1mIw16e.png)(https://i.imgur.com/jWe7h49.png)(https://i.imgur.com/2sJypRv.png)

"FSSR" Vodka



Quote from: Skynert on April 05, 2024, 12:30:38 PMI like what I see here. But Im waiting to dlc premiere before I start new game.

 :'( cant give me feedback on new stuff if you dont try em bro
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: ZomDoc on April 06, 2024, 04:16:53 AM
The new faction is looking sick bro. Can't wait.
"Wish Me luck.... That I won't be left to die in this grass."
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Skynert on April 06, 2024, 12:27:26 PM
Im to much consumed by writing my book to play RimWorld. Also im waiting for [RH2] Randy Burger - Fast Food set to update so I could in theory continue my save. I have one feedback that I was able to test, it's nice that SAM launchers back in store.

And maybe rename vodka to Bolshevick Vodka?
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 06, 2024, 05:54:01 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods updated:
Randy Burger
- 1.5 update
EDIT: Added modicon.png (Forgot to add last update before you saw this edit. Please re-download if you wish.)

EDIT: Uncle Boris - Used Furniture
- Removed brainwash .dll to prevent errors and bugs (Currently causes crashes, had to be removed)

Metal Gear Solid
- 1.4 error fixes with styleDef
- Added explicit requirement for Harmony

Rimmu-Nation 2 Clothing
- Missing hulk side texture from Crye G2 fixed


(https://i.imgur.com/ZcDjh95.jpeg)

Gruppa Krovi progress report:

Mission Button UI
(https://i.imgur.com/GzJcZfO.png)

Here's the following onskins available to the faction:

(https://i.imgur.com/nqI69fs.png)(https://i.imgur.com/lfDaVfk.png)(https://i.imgur.com/2XVlUcr.png)

- Gorka 4
- Gorka 4 Anorak
- Gorka 4 ESSO

Will be used by basic to intermediate troops. Those ones will have red army infantry backstories, Gruppa Krovi consists of mostly male conscripts. I am likely to only include female troops in their caravans and bases, the majority will be male.

(https://i.imgur.com/k7LjsW8.png)

The KMLK, done by Odz. Odz has actually retired from modding, but he had left me some uniforms that he never got to use for anything, I suppose you could say he lives on so long as we're using his equipment.

I plan on giving this to the marksmen of Gruppa Krovi, we don't have a Ghillie Suit which I originally wanted but we have time and budget constraints  here.

(https://i.imgur.com/YOIVSGJ.jpeg)

(https://i.imgur.com/XKtAuNp.png)(https://i.imgur.com/nz5JwYl.png)

(https://i.imgur.com/cqqD1Hd.png)

So here we have the Spetsnaz set for Gruppa Krovi. Their Spetsnaz will have Crye G3, TOR-D helmet with a multicam cover and the Crye CAGE in multicam configuration. I was going for a "shock and awe" approach seeing as this is realistically what they have worn, and if they appear in your colony during a raid (if they are your enemies) then you will see that they're dressed like western soldiers. I will also give them exclusive backstories, and the AK105 will be exclusive to these pawnkinds and the leader.

(https://i.imgur.com/N7WmiiR.png)

This is a tracksuit. Enough said. The leader will wear it, I will give the leader a nickname which is always "Volkov", and their leader will always wear this tracksuit.

(https://i.imgur.com/b4X2xp5.png)

Unfinished helmet by Fiendakko

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

SVKS by TMC, he's also working on an AK74 now so we can have one more rifle.

(https://i.imgur.com/r2TSzzd.png)

Juggernaut suit, by BlackMarket420.

Yes, Gruppa Krovi will have minigun wielding juggernauts. The outfit is based off the MW2 (Remake one) juggernaut outfit, and they will have a soviet minigun, you bet your butt they will always spawn with a minigun and the full juggernaut set. I am also thinking about giving this a unique touch, "Exo Juggernaut Suit" or something that has an internal spine support, so there's no loss in movement speed or too much weight penalty outside of the minigun. I'm not restricted by the source material, this is an original faction.

(https://i.imgur.com/Jjf9TIW.png)(https://i.imgur.com/djlBRO0.png)
Red Army Rations:
Gruppa Krovi contractors aren't Red Army but it's very obvious they are backed by the government so a lot of their supplies are from their government

(https://i.imgur.com/cwsrNwT.png)(https://i.imgur.com/9iANHkc.png)
As per Skynert's suggestion, the vodka has been renamed from "FSSR" Vodka to "Dragon" Vodka.


Quote from: ZomDoc on April 06, 2024, 04:16:53 AMThe new faction is looking sick bro. Can't wait.
"Wish Me luck.... That I won't be left to die in this grass."

Glad to hear you like it! I wasn't sure about the reception I'm gonna get considering the world's current affairs, but I hope people will like it when it's out.

Quote from: Skynert on April 06, 2024, 12:27:26 PMIm to much consumed by writing my book to play RimWorld. Also im waiting for [RH2] Randy Burger - Fast Food set to update so I could in theory continue my save. I have one feedback that I was able to test, it's nice that SAM launchers back in store.

And maybe rename vodka to Bolshevick Vodka?

Thanks for reminding me, all I needed to do was add a new version number!

"Bolshevick" is a bit too wordy and long so I chose "Dragon". Thanks for the suggestion
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 06, 2024, 09:52:42 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods updated:
(https://i.imgur.com/xl0kbu5.jpeg)
Faction Mods updated:
* [RH2] Faction Task Force 141
* [RH2] Faction Rangers
* [RH2] Faction V.O.I.D.
* [RH2] Faction Militaires Sans Frontieres
* [RH2] Faction Utilitarian
* [RH2] Faction Bounty Hunters


Changelog:
- Hiring pawns now have cooldown before it can be done again
- VOID now expands every 5-16 days instead of 7-30 and makes new settlements every 28 days instead of every year

Uncle Boris' - Brainwash Chair
- Backstory related fixes
- Wildman/Woman being automatically taken to chair when imprisoned has been fixed
- Halved brainwash speed



EDIT:
[RH2] VOID Faction
- Updated headgear again since old version of it got rolled back
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 07, 2024, 12:38:55 AM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods updated:
(https://i.imgur.com/k4Z5VWq.jpeg)
Mods updated:
* [RH2] Faction Task Force 141
* [RH2] Faction Militaires Sans Frontieres

- Balaclava now renders under other fullhead helmets in RH2 (i.e. VOID helmet)

Rimmu-Nation 2 - Clothing
- Balaclava now renders under other fullhead helmets in RH2 (i.e. VOID helmet)


1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)
(https://i.imgur.com/dn87Uwq.jpeg)

Mods updated:
(https://i.imgur.com/wNmoWta.jpeg)
* [RH2] Faction Militaires Sans Frontieres
- Added Venom Snake's scarf (1.5 only)
- Touched up Venom Snake hair for south view

(https://i.imgur.com/G1JYAqf.jpeg)
* [RH2] Chicken Mitchell 2 - Hairstyles
- Touched up Venom Snake hair for south view
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Skynert on April 07, 2024, 01:28:46 PM
Dragon is good name for vodka. About Krovi. Finally a worthy opponent, our battle will be legendary. (I will use artillery and CAS of course...)

Made vodka craftable, potato + uranium :D Im joking
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 07, 2024, 06:33:41 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods updated:
(https://i.imgur.com/6X8ewzu.jpeg)
* [RH2] Faction Task Force 141
* [RH2] Faction Militaires Sans Frontieres

* [RH2] Faction V.O.I.D.

- Culture fixes, factions now have tailored ideologies with ideology on (141, MSF)
- Fixes with Miller quest dll (MSF)
- Logo re-exports to stop pixelation in 1.5 (141, VOID)
- VOID fixes for N4 horde, no more bug regarding nopawnggroups

Rimmu-Nation 2 - Weapons
- Tac 50 volume lowered
- AS VAL volume raised
- AS VAL range nerf
- AS VAL sound changed from VSS to AS VAL

Rimmu-Nation 2 - Clothing
- Crye G2 side view texture for hulk with graphical errors fixed


Progress Report
(https://i.imgur.com/ZY6iKL6.jpeg)

Wanted Gruppa Krovi coded tonight but it was unrealistic of me to expect, considering we're back to work tommorrow so I have no time to be a night owl.

Currently the weapons, drugs and rations are fully coded. Descriptions need a bit of a touch up, but its working as intended.

(https://i.imgur.com/Rb3aZY5.jpeg)

Spent a long time working out cultures today, finally got to set their ideology at "Communism". I have no control over their memes and precepts (I dont know how to code it, if even possible without C#) but they're ideological and they always have socialism in the name, which is what I wanted. It's gonna be something you see if you have Ideology DLC on.

(https://i.imgur.com/hkL7ujr.jpeg)

This is them generating in the world map with a bit of backstory. I will code their leader to always have the nickname "Volkov".

(https://i.imgur.com/3RkfWR7.png)x(https://i.imgur.com/3qFUNJH.png)

They're also friendly with Bounty Hunters (alongside non-hostile settlements). When I make more factions later i.e. Cordis Die, they will be friends with them. I am now starting an opposing alliance against our current "allies" though there will be factions like VOID and MSF that will remain in their own "team". This allows players to enlist in a certain circle of alliance, so for now Gruppa Krovi is allied with Bounty Hunters. They will be hostile against Rangers and 141. I'm gonna allow Gruppa Krovi to buy and sell drugs in their outposts since their backstory involves smuggling to make some money on the side.

(https://i.imgur.com/0StIacE.png)

BM420 has finished the juggernaut set. It wasn't cheap for me at all to commission this, so I hope it will be appreciated when its finally out.

(https://i.imgur.com/wH7mgP6.jpeg)(https://i.imgur.com/F4dYaNR.jpeg)

Fiendakko has been working on the helmets.

(https://i.imgur.com/siL3WzT.jpeg)

He is still working on some things, but I put together our "Spetsnaz" pawntype in multicam and we saw this. The balaclava is just a test one from Rimmu-Nation, we dont have a working one yet.

Currently waiting on a few more cosmetics and of course, for me to code everything else.

(https://i.imgur.com/4Nw414o.jpeg)

This is their enlistment working, just needs some polish and finishing touches with descriptions.

TO-DO:
GRUPPA KROVI
- WEAPONS
- MECHS
- APPAREL
- TRADER
- ENLISTMENT

STEAM REALEASE
- Previews
- About

Goodnight folks.



Quote from: Skynert on April 07, 2024, 01:28:46 PMDragon is good name for vodka. About Krovi. Finally a worthy opponent, our battle will be legendary. (I will use artillery and CAS of course...)

Made vodka craftable, potato + uranium :D Im joking

 :'(  bro radioactive vodka artillery is a war crime dont do it
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Skynert on April 08, 2024, 05:00:40 AM
My company do war crimes, so other dont have too. Giga-Corp - building better worlds since 2100

Hmm I saw you updated [RH2] Randy Burger - Fast Food set but I dont see it on steam as 1.5? Or it was my imagination. Oh and dont forget about prisoner outfit mod.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 08, 2024, 06:50:15 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods updated:
Rimmu-Nation 2 - Weapons
- Removed CE patches because they are now integrated in CE


Progress Report - Gruppa Krovi
(https://i.imgur.com/gUmhn1v.jpeg)

No longer on leave, back to my job. Not a lot of progress cause I passed out asleep soon as I had free time. Fiendakko isn't 100% finished yet. After Gruppa Krovi we all plan on XOF. I will post some of the progress on textures below. Goodnight folks.

(https://i.imgur.com/qtbdXSr.png)
(https://i.imgur.com/PSocndT.png)

(https://i.imgur.com/bLwRhc4.jpg)(https://i.imgur.com/rgr1SBQ.jpeg)(https://i.imgur.com/NTRBT4V.jpeg)

Three hole bali will be colorable. The "multicam" hydroback will be re-colored black.



Quote from: Skynert on April 08, 2024, 05:00:40 AMMy company do war crimes, so other dont have too. Giga-Corp - building better worlds since 2100

Hmm I saw you updated [RH2] Randy Burger - Fast Food set but I dont see it on steam as 1.5? Or it was my imagination. Oh and dont forget about prisoner outfit mod.

Thanks for telling me, pushed it out now



1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mods updated:
Rimmu-Nation 2 - Weapons
- Fixed 1.5 errors with the benches

EDIT:
Updated again:
- Changed "Crafting" WorkType to "Smithing" for the benches

EDIT 2:
(https://i.imgur.com/ZVl47K0.jpeg)
Rimmu-Nation 2 - Security
- MIM-23 HAWK missiles no longer that strange brown colour
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Skynert on April 09, 2024, 04:26:17 AM
I have suggestion. Could Krovi buy weapons without that vanilla penalty?
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 09, 2024, 11:06:15 PM
Progress Report: Gruppa Krovi

(https://i.imgur.com/Pi4nm8h.jpeg)

Coded all onskins in my little time today. Hopefully tomorrow fiendakko finishes all stuff

(https://i.imgur.com/EsNiwz4.jpeg)
(https://i.imgur.com/TZ2rTGA.png)
Decided to redo the Spetsnaz. Full Multicam didn't feel right, so I've decided we'll use the Russian "Green Moss" camo, which is a rip-off of A-TACS camo and we'll mix it with a multicam armor like so:

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

This is the new "Spetsnaz" in Gruppa Krovi. The backstory is that these are Red Army guys working in an unofficial capacity, while everyone else in the faction is a contractor.

I've asked Fiendakko for revisions like turn the hydrobak to green, and add camo on the pouches for CAGE.

(https://i.imgur.com/1Y7P19Z.jpeg)

Anyway the little progress today is significant, hopefully more is done by Wedensday, cause once the helmet is coded, everything else will follow with pawnkinds, and the descriptions. Next thing you know we'll be on release day.

(https://i.imgur.com/SPrZeKQ.jpeg)
TO-DO:
- Finish multicam balaclava
- Finish Edge Tactical shooting glasses
- Finish all display textures
- Code headgear
- Code webbing
- Code armors
- Code juggernaut set
- Replace pawntype apparel
- Replace pawntype weapons
- Code pawnkinds
- Code "Volkov"
- Code traderkinds
- Code enlistment benefits
- Mech sound effects for weapons
- Mech sound design
- Mech projectile textures
- Code the mechs
- Clean up all descriptions
- About.xml cleanup

What is finished:
- All drugs coded
- All weapons coded
- All onskins coded
- Backstory for faction done
- Faction logos and UI etc. textures coded and finished
- RimWorld doesn't implode when mod is enabled due to faulty coding

Bonus to-do:
- Resize drawsize of GORKA-3 for rimmu-nation 2 clothing

Aiming to release this faction as soon as possible, but time is restricting us. If time permits, I want to beat the DLC release.

Quote from: Skynert on April 09, 2024, 04:26:17 AMI have suggestion. Could Krovi buy weapons without that vanilla penalty?

You mean buying weapons? That's hardcoded. I do not have a tag that lets them buy anything full price. Besides, they would be the kind to lowball you because they're all about business. Buy low, sell high my friend
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Skynert on April 10, 2024, 05:50:41 AM
Hardcoded? Then why there was mods allowing selling guns at full price
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 10, 2024, 08:08:53 PM
Progress Report: Gruppa Krovi

(https://i.imgur.com/hkiZNIg.jpeg)

Coded all apparel today and got started with pawnkinds. Ended up cutting a lot of webbing and armor variants that Odz had, but not only did it make things simple, it also sped up coding.

TO-DO:
- Finish multicam balaclava
- Finish Edge Tactical shooting glasses
- Finish all display textures
- Code headgear
- Code webbing
- Code armors
- Code juggernaut set

- Replace pawntype apparel
- Replace pawntype weapons
- Code pawnkinds - (In progress)

- Code "Volkov"
- Code traderkinds
- Code enlistment benefits
- Mech sound effects for weapons
- Mech sound design
- Mech projectile textures
- Code the mechs
- Clean up all descriptions
- About.xml cleanup

(https://i.imgur.com/w2FxMGC.jpeg)

This is the Gruppa Krovi grunts, they have the 6b27 helmet. Subject to change the texture later, currently they're meant to be the only pawns spawning with the AK12.

(https://i.imgur.com/7UaP45o.jpeg)

I think they look pretty decent. The troops are currently coded to be all baseline humans, all male with this skin colour. Later I will include female soldiers in settlements and caravans, though they will be rare, it's a unique personality of the faction.

(https://i.imgur.com/dEVISno.jpeg)

These are the grunts mixed with the intermediate troops, who always have a K6-3 helmet.

(https://i.imgur.com/I5xsmuP.jpeg)

Snipers who have their own Smersh configuration. Everyone else uses an "assault" configuration. Helmets for intermediate troops are randomized for variety.

(https://i.imgur.com/LU4Ted5.jpeg)

The juggernauts looking comically small. I haven't coded backstories yet, when I do, they will have Hulk bodies.

(https://i.imgur.com/XlxKc1a.jpeg)

Their rotary cannon can currently burst fire up to 36 rounds, it's quite accurate, I am yet to work on its balancing, but its pretty deadly.

I also coded the suit to be significantly lighter than the original Juggernaut in Rimmu-Nation 2 Clothing. It's meant to be a Soviet Federation engineered Juggernaut Mk 2 with an exo-skeleton. It's helmet also has a built in respirator for chemical attacks, just so I can make this juggernaut set viable for CE and whatnot. I thought it makes sense for this spacer-esque soviet faction anyway.

(https://i.imgur.com/C04m5BZ.jpeg)

The Spetsnaz with their new CAGE uniform and finished outfits.

(https://i.imgur.com/xvYBpG2.jpeg)

The Spetsnaz, Juggernaut and the faction leader will have Hyperweave. Everyone else is cloth, devilstrand and synthread, unless they are lucky enough to spawn with hyperweave.

(https://i.imgur.com/TElk8V5.jpeg)

I need to code the mechs, make custom sounds for them and finish up everything else for tomorrow and maybe we can release. I've already burned a lot of my free time today getting this much done. I couldn't beat Anomaly DLC for the release, but its not worth my sleep time and sanity.

See you all tomorrow space soviets, hopefully with a release and no Steam Workshop takedown for "offensive" content.


Quote from: Skynert on April 10, 2024, 05:50:41 AMHardcoded? Then why there was mods allowing selling guns at full price


I don't know how they did it bro, likely with C#? I could be wrong, but regardless, it would be out of character for Gruppa Krovi to buy at normal price. Their leader is a businessman before he is a warlord, so he'd not gonna buy second hand guns at retail price. Nobody would.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 11, 2024, 06:31:29 PM
Progress Report: Gruppa Krovi

(https://i.imgur.com/CRB5hvi.jpeg)

Coded the KV-2 Walker today and Stalnoy Soldier. Some finalizing with sounds and description needed, along with Stalnoy's weapon system since it currently only has a flak cannon.

TO-DO:
- Finish multicam balaclava
- Finish Edge Tactical shooting glasses
- Finish all display textures
- Code headgear
- Code webbing
- Code armors
- Code juggernaut set

- Replace pawntype apparel
- Replace pawntype weapons
- Code pawnkinds - (In progress)

- Code "Volkov"
- Code backstories
- Code traderkinds
- Code enlistment benefits
- Mech sound effects for weapons
- Mech sound design
- Mech projectile textures
- Code the mechs

- Clean up all descriptions
- About.xml cleanup

(https://i.imgur.com/w2VI8N3.jpeg)

"Volkov" test. He's always got this outfit and this beard, but they're different body doubles with different names and backstories.

(https://i.imgur.com/Cy7xZCs.jpeg)

The KV-2 Mech was fun to balance, had to make it weaker than peace walker but still a deadly main battle tank against pawns.

Here's the list of its weapons:
- 152mm Howitzer Cannon
- "Kroha" launcher
- DShK 1938 machine gun

(https://i.imgur.com/5HxLBSO.jpeg)

Stalnoy Soldier has the following weapon:
- Flak Cannon

I've set it as a melee pawn at the moment but I think it needs a different set of weapons.

(https://i.imgur.com/jJBmQLc.jpeg)

Mods to be affected:
- MSF Faction will have their "flyoverhead" effect for the weapon systems removed to allow attacks inside mountains
- Rimmu-Nation 2 Security DShK volume to be lowered
- Rimmu-Nation 2 Clothing GORKA clothing drawsize for display to be increased.

I think this will be ready Friday, today is just not a good day to try and force a release seeing as the mod needs a lot more work in terms of bug fixing and balancing. I also have very little time during the workdays to get this done, so unfortunately good things have to wait.

See you all tomorrow with a release.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: ZomDoc on April 12, 2024, 12:21:08 PM
The real question is, does Volkov know my boy Uncle Boris?
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 13, 2024, 01:57:31 AM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod release:
(https://i.imgur.com/eopL96u.png)
[RH2] Faction - Gruppa Krovi
- Initial release (Ludeon)

[RH2] Faction: Militaires Sans Frontieres
- Added minimum range for the rocket and cluster weapon systems of the Metal Gears
- Set flyoverhead node to false in order to allow the Metal Gears to attack inside mountains
- Fixed MSF rations still being labelled ranger rations on recipe def

[RH2] Faction: Task Force 141
- Fixed 141 MREs still being labelled ranger rations on recipe def

[RH2] Faction: Bounty Hunters
- Lowered list order of Bounty Hunters on factions list so they can sit near the rough outlanders

[RH2] Metal Gear Solid
- Fixed K-Rations still being labelled ranger rations on recipe def

[RH2] Rimmu-Nation² - Clothing
- Fixed drawsize for some onskins that had too small of a drawsize
- Juggernaut helmet now covers FullHead

[RH2] Rimmu-Nation² - Security
- Reduced DShK volume slightly

EDIT:
[RH2] Uncle Boris - Brainwash Chair
- Fixed a bug/error that happens when you right click dead pawns
- Arquebus added to credits



(https://i.imgur.com/JsHwKod.jpeg)

Hello folks, too tired to get into detail about what happened but some delays occurred because we had to re-design the KV-2 Walker and I was stuck balancing a lot of stuff.

(https://i.imgur.com/I7Ag001.png)
KV-2 Walker
You guys may be familiar already, this thing has three weapon systems. DShK sentry turret, ML-20 cannon and the Krosha Launcher.

(https://i.imgur.com/UEAtJoi.png)
Plasma Drone
A variant of the Stalnoy Mechanized Drone. Fires two shots of red plasma charges that explode on impact.

(https://i.imgur.com/jTU8N8A.png)
Tesla Drone
A variant of the Stalnoy Mechanized Drone. Fires a single charge of a Tesla arc that explodes on impact.
(Yep, was a big Red Alert 2 fan, it is totally a reference.)

(https://i.imgur.com/aKx8wTE.jpeg)

I also crafted a lot of backstories that is exclusive to Gruppa Krovi pawns.

(https://i.imgur.com/14oFAHO.jpeg)

Enjoy the mod folks. Will sleep because I haven't gotten much lately, then Steam release.



Quote from: ZomDoc on April 12, 2024, 12:21:08 PMThe real question is, does Volkov know my boy Uncle Boris?

Hello Doc, technically no. A lot of the factions here aren't from the same planet/solar system or even universe. They just happen to meet in the same place. I think the interaction would be funny, considering they're very similar in personality and work ethic.



EDIT:

Mod Updated:
(https://i.imgur.com/OiVvCkq.jpeg)
[RH2] Faction - Gruppa Krovi
- Grammar fixes for Juggernaut backstory
- Red Army soldier backstory grammar fixes
- Re-exported KMLK and Tracksuit textures to stop white outlines

I'll continue to make fixes when I find them, if you guys find any issues just ping me here. Cheers
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 13, 2024, 12:49:52 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/UeczHDD.png)
(https://i.imgur.com/ThNuLg9.png)
Mod release:
(https://i.imgur.com/0Uc0Skr.png)
[RH2] Faction - Gruppa Krovi
- New preview.png
- Added RPG-7v2
- Buffed KV-2 Walker's cannon damage (107-127)
- Mechs are now gestatable with Biotech DLC enabled
- More backstory fixes
- Rotary cannon accuracy nerfed slightly

Mod is complete. Time for me to rest. XOF is in the works but we're taking it slow so I don't burn out, may get back to it in 2-4 weeks. At the moment, I'm just on bug fixes and updates for 1.5. I found an issue with Rimmu-Nation 2 rocket launchers being comically powerful, gonna have to revisit them in a bit.

(https://i.imgur.com/S0FK0ff.png)

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

(https://i.imgur.com/pzO4W7N.png)

(https://i.imgur.com/bnrQm0F.png)

(https://i.imgur.com/nV2XWg9.png)


EDIT:

(https://i.imgur.com/kgKRR41.jpeg)
Mod updated:
[RH2] Faction - Gruppa Krovi
- Fixed mod conflict with gestation when [RH2] Faction: Militaires Sans Frontieres is enabled
- Faction backstory grammar fixes. "Secretly borrow"

Shock guys, yet another hotfix by Chicken Pea when he says the mod is "finished"

Just pushed a fix, cheers all.


EDIT:

(https://i.imgur.com/lgYckU8.jpeg)
Mod updated:
[RH2] Faction - Gruppa Krovi
- Tracksuit now covers legs

Hey, it's me again. Volkov has had uncovered lower body this whole time. Just fixed it now, my bad folks.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 13, 2024, 04:22:05 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod updates:
(https://i.imgur.com/HmFspEn.jpeg)
[RH2] Faction - Gruppa Krovi
- Plasma Drone description fixed
- Plasma and Tesla Drone attack and explosion volumes lowered
- Kroha launcher volume lowered

[RH2] Faction - V.O.I.D.
- Fixed 1.5 issue where monsters cannot be tended to
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 13, 2024, 11:32:05 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

(https://i.imgur.com/KTtG1zM.png)

Mod updates:
(https://i.imgur.com/GyTJxXX.jpeg)
[RH2] Faction - Gruppa Krovi
- Preview.png touched up
- Ideology set to "Collectivist"
- Set filter for precepts

[RH2] Faction - Task Force 141
- Ideology set to "Individualist"
- Set filter for precepts

[RH2] Faction - Utilitarian
- Ideology set to "Individualist"
- Set filter for precepts

[RH2] Faction - Bounty Hunter
- Set filter for precepts

[RH2] Faction - Militaires Sans Frontieres
- Ideology set to "Loyalist"
- Set filter for precepts
- Made chance to spawn with "The Boss" or "Boss" in Ideology name higher


Had a rather eventful day, trying to push a fix with V.O.I.D. out but I need to do more tests. Made massive progress with the Ideologies of these factions so the changes here for 1.5 are significant for gameplay and immersion.

First I got muted in RW chat over a misunderstanding, then Gruppa Krovi comments get disabled by Steam in the workshop for reasons unknown. We're modding so hard that we're getting censored over here boys. I hope it doesn't get any worse, cause it's getting a bit cheeky over some mods.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Skynert on April 14, 2024, 04:17:12 AM
I assume people was angry in steam comments. Well, Krovi logo is similar to Wag*er Group. I dont care. And steam... average steam commenters are ameba lvl of inteligence. Maybe make My Little Pony PMC next to calm idiots xD
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 14, 2024, 09:53:48 AM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod updates:
(https://i.imgur.com/YvGFesO.jpeg)
[RH2] Faction - Gruppa Krovi
- Raidlootmakers fixed for Gruppa Krovi pawns so they can drop faction items on raids

[RH2] Faction - Militaires Sans Frontieres
- Re-exported the onskin for MSF uniforms to stop white outlines rendering in-game
- The Boss' Will is now the only name for MSF ideology. (1.5 only)
- Re-exported the hairs into high quality .png to stop white outlines rendering in-game

[RH2] Chicken Mitchell 2 - Hairstyles
- Re-exported the hairs into high quality .png to stop white outlines rendering in-game

[CP] Detailed Body Textures II
- 1.5 update in Red Horse 1 folder. First RH1 mod to update.

Gruppa Krovi comments have been re-instated in the workshop. I spoke to a mod and was shown that it was reported, the person was requesting for it to be removed from the workshop. The report claimed that its clearly based off Wagner Group and therefore my mod is "promoting terrorism." Rest assured folks, I'm not promoting terrorism. I'm just trying to make mods for RimWorld.

Quote from: Skynert on April 14, 2024, 04:17:12 AMI assume people was angry in steam comments. Well, Krovi logo is similar to Wag*er Group. I dont care. And steam... average steam commenters are ameba lvl of inteligence. Maybe make My Little Pony PMC next to calm idiots xD

Yeah buddy you were right. Also MLP PMC would be just me committing a war crime IRL, I wouldn't dare do it.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 14, 2024, 03:00:59 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod updates:
(https://i.imgur.com/4TJH6Pk.jpeg)
[RH2] Faction - V.O.I.D.
- Cease fire declined text added when begging fails
- V.O.I.D. ideology has been refined to be more consistent
- V.O.I.D. Ideology no longer has raiding as "respected" since it's not necessarily in-character

EDIT:
[RH2] Faction - Gruppa Krovi
- No longer hostile to DOOM space marine and FOXHOUND scenario start

EDIT 2:
[RH2] Hand-To-Hand
- Error fixes for the .dll, Arquebus added to credits



Just leaving a list of my plans here.

1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod updates:
(https://i.imgur.com/4TJH6Pk.jpeg)
[RH2] Faction - V.O.I.D.
- Cease fire declined text added when begging fails
- V.O.I.D. ideology has been refined to be more consistent
- V.O.I.D. Ideology no longer has raiding as "respected" since it's not necessarily in-character

EDIT:
[RH2] Faction - Gruppa Krovi
- No longer hostile to DOOM space marine and FOXHOUND scenario start

EDIT 2:
[RH2] Hand-To-Hand
- Error fixes for the .dll, Arquebus added to credits



(https://i.imgur.com/POIA60i.png)

Just putting my thoughts on paper here folks, so you know what is planned for RH2 Factions.

Faction roadmap plans:
Factions:

Modern:
Coalition:
NATCO Forces
Description: Coalition forces lead by NATCO (North Atlantic Treaty Coalition) to colonize and occupy other worlds and spread western influence.
This will NOT be the old Coalition mod. This will have a mixture of uniforms from NATO forces, though this will not be a real-world faction and will have it's own lore tied to Gruppa Krovi, the FSSR and the UCA

Ghosts:
Counter Stealth Unit
Description: Remnants of US Special Forces in a fallen earth. They will have dogs, a maximum of three weapons and they will be allied with western factions. Their leader will always have the nickname "Ghost" and may wear Ghost's attire from Capture or Kill in the MW remake, just for the sake of including him somewhere.

XOF:
Covert strike force
Description: A brutal strike force that is allied with western and some eastern based factions and The Fallen Empire, but hostile to tribals, outlanders and the player.

Cordis Die:
Narco-backed Mercenaries
Description: A group consisting of mostly latino mercenaries with drones like the AGR and the CLAW, hostile to western based groups, friendly to eastern based groups.

Will be lead by Raul Menendez, backstory will say that he is a Rebirth Clone

Bad Company:
Private Security
Description: A neutral PMC that will be hostile to friendly tribals and eastern factions

Umbra Company:
Rogue Private Army
Description: A rogue private army that is hostile to everyone except the rough outlander unions and The Fallen Empire

War Mongrels:
Paramilitary Formation
Description: A paramilitary that is allied with eastern based factions and hostile to western based factions except for NATCO Forces (For some reason)

Will also be hostile to all outlanders and tribals. Will be friendly to Fallen Empire. Will have a leader that is always nicknamed "Alpha"

Last Man Contingent
Paramilitary Organization
Description: Paramilitary organization that is hostile to everyone except rough and normal outlander unions and NATCO Forces.

Elite Crew:
Terrorist Organization
Description: Hostile to everyone except Cordis Die, all Outlander unions and all Tribal factions.

Defence Pact plans:
- Factions will have a hidden "defence pact" where if you enlist to one of them, the others in their pact will turn friendly towards you.
- Factions you attack and turn hostile against you under the defence pact will become your enemy, this includes enlisting into an enemy of theirs.
- Some factions will have a "I'm staying out of this" rule where they may ignore the defence pact.
- Thinking about an option where the player can arrange a faction they are +100 with to make peace with another faction they're also +100 with. I.E. You ask NATCO to make peace with MSF, both of which you have +100 with in the comms console, and then you have to attend a peace meeting in the map.

Sci-Fi:

UNSC
United Nations Space Command
Description: Will consist of UNSC Marines and Spartans. Neutral to the modern factions' conflict except for those that are naturally hostile. They have nothing to do with it.

UAC
Union Aerospace
Description: Will consist of UAC soldiers, scientists and engineers. Neutral to the modern factions' conflict except for those that are naturally hostile.

Old Galactic Republic
Ancient Remnants
Description: Will consist of Old Republic Troopers and will be lead by Jedi.

The First Order
Galactic Empire Remnants
Description: Will consist of First Order troopers and a commander in gold armor. Hostile to the old republic and potentially both western and eastern factions.

The Mandalorians
Bounty Hunter Clan
Description: The Mandalorians will be neutral to everyone except First Order and Old Galactic Republic and any naturally hostile faction.

Hostile Entities:
The Demons
Infernal beasts
Description: Will consist of demons from DOOM and cultists in cyberdemonic armor. May spawn with UAC weapons and/or their own.

The "Maybe" List:
Diamond Dogs
Private Forces
Description: Will be lead by Revolver Ocelot (to be determined, may use Venom Snake but he's in MSF mod.). Will have the TX-55 Metal Gear as XOF already has Sahelantrophus. Will have the Ocelot Unit. Will be friendly to MSF and PM.

Praying Mantis
Private Military
Descriptiono: Will be lead by Liquid Snake. Will have GEKKO and FROG units. Will be friendly to MSF and DD. Will have Metal Gear REX and RAY.

MGS Outer Haven plan:
If MSF, Diamond Dogs and Praying Mantis is enabled, after a set amount of days in the map, their faction logos will change to the Outer Haven logo and their faction names will change to "Outer Haven" as well. All of them will be allied and they will then proceed to turn hostile against all factions in the world map. Player relations do not change.

Sci-Fi "maybe" list
MEDUSA
Female Supremacists
Description: Band of all-female warriors who use spacer equipment lead by a woman who is named "Medusa", she is a vatgrown super soldier clone and will always be replaced by such.

USSF
Space Marines
Description: An interstellar coalition which protects planets under their jurisdiction. This is meant to be based on the Space Marines from TimeSplitters, so they will have robo monkeys with plasma pistols, they will have some mechs of their own too like a mechanized T-Rex and some other robots on their team. Just generally the "Good guys". USSF stands for (United Sectors Space Force)

Silk Empire
Supersoldier tribe
Description: Some kind of new dark elf xenotype that were bred to be super soldiers. They have spider themed Mechanoids and their own spacer equipment. Hostile to all. Supremacists.

Questions you may ask:
Which one will you do first?
Whatever it is we can make first. These factions will take time and funding from myself and the team. I don't know how long my team members will continue modding, and you never know if anything will happen to me and one day I just stop posting here. First come first serve, and I also have to try and update the old stuff.

RH1 updates?
I will update most RH1 mods, not all of them. Some are just not worth it for me, like the factions. You can see they will be remade in this RH2 list. As for mods like Rimmu-Nation Weapons, the person who helped code the projectiles threatened to take me to court over having a donations page, so he wants me to not update it anymore unless I rebalance it myself. I can just replace it with RN2 stats but there's also stolen art and images from google in that mod which someone (from CE chat) has had a go at me for, so we're not gonna continue with it to avoid dramas.

Blardy blah Red Horse lore
Many have told me that such and such faction being present in RimWorld doesn't make sense, but I think they just lack imagination. RimWorld is ripe for its vastness in infinite space and the multiverse and so and so, each faction has it's own reason of being there but I've written lore to be broken and with much pieces missing for a reason. Some factions are from the same world, while some are from far away places. Ultimately it's up to the player to come up with the story, but I've left some sense of lore for my factions and I believe it fits with RimWorld's many many list of worlds and planets in its vanilla lore.

I did begin departing from "Earth" and references to our own world as much as possible. This has given me freedom to do a lot more in terms of storytelling and theme.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Skynert on April 15, 2024, 05:10:19 AM
Demons... Why not something cute? Im joking. Anomaly dlc made my pawns demon hunters and gave them PTSD. And thank you for OP stuff, I can contain monsters with sentry guns and .50 BMG
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Rocket_Raccoon on April 15, 2024, 08:32:18 AM
Thats quite a list there :p
Maybe faction wise start with natco so there is a whole faction to thematically wise fight against more eastern/opfor factions?
I would potentially give funds to it if details are more specific/clear(ie rough time table, content gear/weapon wise etc) 
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 15, 2024, 06:11:27 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod updates:
(https://i.imgur.com/xowOiSp.jpeg)
[RH2] Faction - Militaires Sans Frontieres
- Fixed missing Maxi-Cola textures from gene stuff when Biotech is enabled

(https://i.imgur.com/FQucFHd.png)(https://i.imgur.com/JO11N9U.png)(https://i.imgur.com/QijhyQ2.png)

[RH2] Rimmu-Nation 2 - Weapons
- Weapons now tagged to be tradeable, normal factions will buy them

TO-DO:
- Redo all RH2 armor base coding so it can be tradeable, because if I don't, vanilla coding says I have to manually add a trade tag to all armors manually. No thanks.



Quote from: Skynert on April 15, 2024, 05:10:19 AMDemons... Why not something cute? Im joking. Anomaly dlc made my pawns demon hunters and gave them PTSD. And thank you for OP stuff, I can contain monsters with sentry guns and .50 BMG

No worries pal. Cyberdemons, I tried 2 textures before. I wanna do this right when I get to it, and they're gonna make Metal Gears look like a joke.

Quote from: Rocket_Raccoon on April 15, 2024, 08:32:18 AMThats quite a list there :p
Maybe faction wise start with natco so there is a whole faction to thematically wise fight against more eastern/opfor factions?
I would potentially give funds to it if details are more specific/clear(ie rough time table, content gear/weapon wise etc) 

Here's my idea for NATCO, brief rundown cause I gotta sleep.

Coalition
NATCO Armed Forces

Brief backstory:
Coalition of western military units mainly spearheaded by the UCA (United Commonwealth of America)

Pawntypes:
Soldier types:
UC Army - OCP camo with IOTV, ACH and XM7
Royal Army - MTP camo, VIRTUS, LA85A3
Strayan Army - AMCU (Renamed to SCMU) camo, TBAS, AUGA3
Canadian Army - (Literally didn't change their name. Can't think of a new one.) CADPAT, FPV, CG634 helmet, C7 rifle

UC Marines - Desert MARPAT, GEN III armor, MTV, ECH, M27 IAR
Special Forces (Mixed for all nations) - Multicam, JPC, FAST, CQBR
SEALs - AOR1 camo, JPC, Airframe, CQBR
MARSOC - M81, JPC, FAST, M4A1 SOPMOD
FORRECON - Olive coveralls, GENIII armor, ECH, CQBR

SAD Operators - Black kit, JPC, FAST, CQBR
Description: UCIA black operators. May show up in no notification raids. Rare chance to appear.
UCIA Agent - Suit, JPC, black shades, pistol
Description: Faction trader. Escorted by Marines in caravan.

UCMC Officer - Faction leader, General. Has the officer's uniform with many medals. Won't appear in raids.

War machines
Machine gun ground drone - Machine gun mounted ground drone
Cobra II Mech - A western AI powered mech which has the old school AH-1 Cobra shark paintjob
(No vehicles due to vehicles mod not working with NPCs, and no dependency required for me.)

Faction relationships:
Won't be hostile to Gruppa Krovi and War Mongrels. They're engaging in a cold war, therefore they're afraid to trigger something massive back home, hence the presence of the other "proxy" allies. It gives you a realistic feeling of the politics behind all of this stuff in my opinon.

"Maybe" list:

Pawns:
Ghillie Snipers (Mixed for all nations) - Ghillie suit, JPC, Mix of Coalition DMR and Bolt Action (Whatever is unused or can be repurposed from RN2
EOD unit - Just a pawntype in an EOD bomb suit and a pistol. Perhaps not worth adding.

"Maybe" Added nations:
Korean Republic Army - ROKPAT forest (KRAPAT renamed), MBV, KHB2000 helmet, K2C carbine
French Republic Army - CCE camo, FELIN, HK 416
West German Army - Flecktarn, MOBAST, Batlskin Viper helmets, HK416A8

Description: Put in the maybe pile due to the names. I can set names for a specific culture, having an all english NATCO force means all names are english. Otherwise, other nations can and will complicate that cause now everybody has a mix of english, korean, german, french and etc names that will jumble up Korean names for soldiers who are clearly American. Trying to avoid this. On top of that, simply less work.

"Maybe" incidents:
No alert Ghillie sniper raid incident
No alert Special forces raid incident

"Maybe" feature:
We'd have to add custom defenses and furniture for massive bases that are heavily fortified contending with VOID bases.

NATCO is not gonna be easy because of the SHEER amount of uniforms and weapons involved, along with the coding. I definitely won't plan on doing this first.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 16, 2024, 06:05:05 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod updates:
(https://i.imgur.com/HHPMGg8.jpeg)
[RH2] Faction - Gruppa Krovi
- Backstory grammar errors
- 6b27 helmets are now used by close protection
- closer protection now uses conscript backstory
- Close protection backstories mixed with conscripts
- Close protection, assault and sharpshooter pawntypes can now also choose to use 6b27 helmets
- Close protection, assault and sharpshooter pawntypes now have set balaclava colours
- Juggernaut now has a set balaclava color
- Juggernaut skin color is now defined
- More backstory grammar fixes

[RH2] CPERS - Arrest Here!
- Added harmony as a mod dependency
EDIT:
- Removed harmony.dll for 1.5
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 17, 2024, 06:21:18 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod updates:
(https://i.imgur.com/vhWlRTk.jpeg)
[RH2] Faction - Gruppa Krovi
- GP7 mask east and west being the wrong way fix
- Maxpergroup for the mechs have been increased by 2 for all of them

[RH2] Faction - V.O.I.D.
- Typo fixes for voidtech organs (lungs, kidney, liver) and general description fixes
- VOID contact has a new line of text for the hostile outcome
- VOID contact has a tweaked description just for the sake of some grammar fixes



Just did a battle royale of all our factions.

141 lost first because they spawned in-between Bounty Hunters and Gruppa Krovi who are allies.

MSF lost second because they were busy fighting V.O.I.D. They dealt heavy damage to V.O.I.D. so they ran out of monsters and numbers as well.

BH and GK then overwhelmed Utilitarian who was dealing heavy damage to BH. Meanwhile the Rangers pulled a clutch because after V.O.I.D. and MSF was done, they successfully beat GK and BH. BH retreated after heavy losses and so did GK, to my surprise Rangers utilized their drop shields well and actually beat all the mechs thrown at them. Very cool fight and I hope we get more factions down to see more.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: ZomDoc on April 18, 2024, 02:06:20 AM
Damn. Poor 141. But I'm proud that the Rangers pulled through, I imagine that fight would probably be legendary victory in their history.
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Skynert on April 19, 2024, 08:25:48 AM
Chicken can you make mission board quests cheaper good sir? ;/
Title: Re: [1.4-1.5] (WIP) Red Horse ²
Post by: Chicken Plucker on April 19, 2024, 07:05:01 PM
1.5 Updates: Google Drive Link (https://drive.google.com/drive/folders/1lMp_r7eiCm7pNdv6UPYtnyePXFwbc67w?usp=sharing)

Mod updates:
(https://i.imgur.com/nb87MCI.jpeg)
[RH2] Faction - Gruppa Krovi
- Increased "Butcher" output depending on each mech recipe for the machining bench
- Added chance of steel slag chunk droppings when Mech takes too much damage

[RH2] Faction - Militaires Sans Frontieres
- Increased "Butcher" output depending on each mech recipe for the machining bench
- Added chance of steel slag chunk droppings when Mech takes too much damage

[RH2] Faction - V.O.I.D.
- VOID contact close protection no longer gets stuck on map. Negotiator leaves with the group on empty map just like visitors do.

[RH2] Uncle Boris' - Brainwash Chair
- Fixed bug that causes crashes
- Added addiction removal feature (1.5) (You have to turn this on through mod options)


Current plans:
(https://i.imgur.com/yy8zWVB.jpeg)

Found a few artists, we're working on some old stuff and new. I have begun commissions for the following factions:

(https://i.imgur.com/xBKSIVc.png)
- XOF
Description: Designed to be a personal enemy to the player as a lot of RH2 factions will be on friendly terms with them. The only exceptions currently I have thought of is 141, Rangers and MSF. XOF may be on friendly terms with V.O.I.D. due to the nature of their overall goal, which is to spread hatred. (Skullface is quite coo coo). Will be lead by a Skullface genome clone. Will have Quiet in a one-off quest as a pawn you can obtain, I know a lot of you cultured folks have been wanting her in her totally plot-related outfit.

In progress: Apparel, Sahelantrophus, Skullface's attire

(https://i.imgur.com/gZPPkl7.png)
- Bad Company
Description: UCIA (United Commonwealth Intelligence Agency) backed private forces, linked with horrendous crimes regarding the native tribals of outer rim planets. On friendly terms with NATCO aligned factions. The story with this private security service is that they are the go-to PMC of the UCA. Founded by an Ex-SEAL officer, their number one priority is profit and securing assets for the UCIA. May include special coding where they try to buy out resurrector mech serums for the player, and if the player refuses, they may turn hostile depending on relations. No warning raids that hit you with the relations hit at the same time, rather than some pre-warning. I need them to be unique from Umbra Company in terms of mechanics and characteristics.

In progress: Apparel, Mechs

- Cordis Die
Description: A revolutionary group composed of mostly Latin American mercenaries (Will be coded to spawn with latino shade of skin and latino names so we can have diversity in the factions), ran by a Rebirth cloned Raul Menendez. They utilize the CLAW, AGR and Dragonfly drones. A very dangerous enemy that are on friendly terms with outlander unions, tribals but hostile to NATCO aligned factions. May be released on friendly terms with V.O.I.D. (Because Raul Menendez is kinda chaotic also, just doesn't like governments that guy). Cordis Die will be the result of the Rebirth Project that has gone rogue, and despite me saying how much of a baddie they are, they will be neutral at start to the player. It's out of character for Menendez to pick on the small guys.

In progress: Mechs

- The Ghosts
Description: A counter stealth unit that is comprised of the remnants of US special forces (Different universe from NATCO and etc. , they come from the same world as 141). They also utilize armoured attack dogs. The faction is heavily limited in terms of technology and equipment, as they only have three options for weapons, Honey Badger, (tbd rifle, potentially Remington R5), Chain SAW (LMG)

In progress: Apparel, weapons

Mod on hold:
Deadpool mod
Description: May add Domino in a quest, need to sort through outdated 1.4 code and finalize this mod. All pawns can spawn in one-off quests so you can have rather overpowered marvel characters but I'm holding back for now so it doesn't come out underwhelming. I'm thinking about a few more fan favourites like Psylocke, Elektra or Domino, but I feel the current selection isn't good enough.

Current pawns in Deadpool Mod that are planned to be obtainable:
- Deadpool (Only through initial scenario selection, no other way to obtain him)
- Dreadpool (Evil Deadpool from Deadpool Kills the Marvel Universe)
- Gwenpool
- Evil Gwenpool
- Wolverine (X-23 if spawns as female)
- The Punisher (Man in Black incident)
- Silver Sable
- Black Widow (Endgame attire)
- Shocker
- Crossbones
- Bullseye
- Taskmaster

Factions that are done in terms of apparel and weapon texture but I am putting away in favour of modern stuff:
- Old Republic
- First Order
- Mandalorians

(All require UI textures and sound fx etc)

Currently trying to squash bugs with MSF regarding the pawn quests if MSF is not enabled, and trying to sort out some bugs with Rimdeed not sending pawns. Need my coders to be available and I need to reproduce the bugs (if not easy to reproduce already)



Quote from: ZomDoc on April 18, 2024, 02:06:20 AMDamn. Poor 141. But I'm proud that the Rangers pulled through, I imagine that fight would probably be legendary victory in their history.

Indeed bro, I thought they'd be one of the first to lose and I thought the BH and GK alliance was gonna pull through since they were cleansing out everyone else. I suppose the Rangers hanging back in "stage an attack" mode and only defending when enemies wander nearby proved effective. Was a cool fight, I shoulda recorded it or something, but there's chance for that later when the other factions come.

Quote from: Skynert on Today at 08:25:48 AMChicken can you make mission board quests cheaper good sir? ;/

May do later bro, I actually forgot how that thing works so I couldn't just edit it today. Will revisit it when Im free and reduce it by a few silver since you asked.