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Messages - Assile

#1
Quote from: eatKenny on March 13, 2017, 05:41:05 PM
Quote from: Assile on March 13, 2017, 05:30:47 PM
Hi eatKenny,

Could you take a look at my post above? If it's not something you want to spend time on helping me with that's fine, I'd just like to know :)

the CR-Patch was not made by me so i have very little idea what went wrong. however you can always delete the guns which cause the error.
the author of CR is now working on project "Combat Extented", i may made a patch for this new mod after it get released.

Ah ok, thank you for letting me know! :)
#2
Hi eatKenny,

Could you take a look at my post above? If it's not something you want to spend time on helping me with that's fine, I'd just like to know :)
#3
Quote from: Tynan on January 11, 2017, 03:14:56 PM
Hey, could you just tell me the name of the character? I'll make sure it's not self-disabling. We've fixed some of these already.

Hi, I'm not OP and don't know whether this has been resolved yet, but considering his description and username I think I know which character he's talking about: Anthony 'Tony' Gallagher. He showed up in my game and the Boy Soldier does indeed clash with Marble Doctor.
There also is a post on Reddit about him: https://www.reddit.com/r/RimWorld/comments/5xgo5t/of_course/
#4
After finding the fix for the pistols I tried fixing the AK-74M, which is absent from the CR patch. I added this code to the xml, but the weapon can't be fired?


<ThingDef ParentName="BaseHumanGun">
    <defName>Gun_AK74M_HC</defName>
    <label>AK-74M</label>
    <description>The AK-74 is an assault rifle developed in the early 1970s by Russian designer Mikhail Kalashnikov as the replacement for the earlier AKM. It uses a smaller 5.45×39mm cartridge, replacing the 7.62×39mm chambering of earlier Kalashnikov-pattern weapons.</description>
    <graphicData>
      <texPath>Things/Item/Equipment/Gun_AK74M</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
  <MarketValue>625</MarketValue>
  <AimEfficiency>0.50</AimEfficiency>
  <ShotSpread>0.09</ShotSpread>
  <SwayFactor>1.58</SwayFactor>
  <Bulk>8.5</Bulk>
      <Mass>3.4</Mass>
          <RangedWeapon_Cooldown>0.5</RangedWeapon_Cooldown>
    </statBases>
    <verbs>
  <li Class="Combat_Realism.VerbPropertiesCR">
<recoilPattern>Regular</recoilPattern>
<recoilAmount>1.08</recoilAmount>
        <verbClass>Combat_Realism.Verb_ShootCR</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_545x39mmSoviet_FMJ</projectileDef>
        <warmupTime>1.35</warmupTime>
        <range>54</range>
        <burstShotCount>6</burstShotCount>
        <ticksBetweenBurstShots>6</ticksBetweenBurstShots>
        <soundCast>ShotAK74M</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
<comps>
<li Class="Combat_Realism.CompProperties_AmmoUser">
<magazineSize>30</magazineSize>
<reloadTicks>300</reloadTicks>
<ammoSet>AmmoSet_545x39mmSoviet</ammoSet>
</li>
<li Class="Combat_Realism.CompProperties_FireModes">
                <aimedBurstShotCount>3</aimedBurstShotCount>
<aiUseBurstMode>TRUE</aiUseBurstMode>
<aiUseAimMode>TRUE</aiUseAimMode>
</li>
    </comps>
  </ThingDef>


Does anyone know what I did wrong? Or is it simply not possible to do without editing other files?
#5
Quote from: Assile on February 21, 2017, 02:15:56 PM
Hi, I love your mod! And also like to run Combat Realism alongside it. However I found that the non-CR versions of the weapons stay available to be spawned. These don't perform under the CR rules and I'd therefor like to remove them? How would I do that?
I run this loadorder: Combat realism, High caliber, High caliber CR patch.
Quote from: jigsm on February 22, 2017, 03:13:12 AM
Hi, im having a problem i am using this mod with CR + CR Patch with the correct load order,
but i noticed in prepare carefully while i am picking starting items there are some duplicate of your weapons..

and once i was ingame raiders came and their weapons werent using any ammunition they were using normal gun mechanics..

edit: i tried using survival rifle and clicking on it shows 10/10 fulljacket
but once my colonists equip it, they cant pick up ammo and 10/10 fulljacket bar disappears...?

(FIXED) I just put everything bottom of load order ;/

Hi Jigsm I have similar issues, do you still get non-CR weapons spawning in on raiders though? That, and crafting, are sources of non-CR weapons for me still. Even with no other mods loaded...

EDIT: I believe I've found the issue. In the patch the weapons xml file has the pistols named as Gun_Pistol_<name> instead of just Gun_<name>. This causes the non-CR versions to not be overwritten. By removing "_Pistol" from the names the weapons work as supposed. This fix does cause issues if done on a current save. In that case it could help to make a copy of the patch folder and only make the change there and load both patches.
#6
Hi, I love your mod! And also like to run Combat Realism alongside it. However I found that the non-CR versions of the weapons stay available to be spawned. These don't perform under the CR rules and I'd therefor like to remove them? How would I do that?
I run this loadorder: Combat realism, High caliber, High caliber CR patch.