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#1
Off-Topic / Need advice!
April 04, 2018, 05:09:10 PM #2
Outdated / Re: [A12d] More Mechanoids (v1.07b - updated 31.12.2015)
April 09, 2017, 02:12:49 PM
I loved Assaulter mechanoid it was impossible to destroy him without explosives. It was not affected by bullets at all
#3
Outdated / Re: [A16] RimFactions - Lets populate this planet
April 06, 2017, 05:33:35 AM
Hello, i am having errors
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#4
Outdated / Re: [A12d] More Mechanoids (v1.07b - updated 31.12.2015)
April 06, 2017, 03:37:36 AM
Would love to see this mod for A16/17, i remember when i was playing with it long time ago, its a great mod, sad its already forgotten
#5
Releases / Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
April 04, 2017, 04:38:12 PM
Hello, your mod looks amazing but i found difficulties using it, could you please make any tutorials? Its difficult to use this mod
#6
Help / Re: Problems with Combat Realism and high caliber, HELP NEED!
March 27, 2017, 03:54:04 PMQuote from: jimthenoob on March 27, 2017, 01:00:56 PM
you a going to need to modify the XML code for the mods in question to prevent the conflict. I suggest picking up a programing oriented notepad to help with that. I personally use programmers note pad.
if you know nothing about XML you are going to have to stat learning the basics. The solution presented by that post says you have to go into the XML mod files for the original High Caliber and cut out any weapons that share a def name with weapons from the combat realism mod.
if you have zero XML knowledge its gonna be a bit hard to explain how to do that easily. Its gonna take some cross referencing between the mods and a lot of poking around.
I tried something to do but that made my game crash totally, looks like i am not gonna do it by myself, but thanks for information.
#7
Help / Re: Problems with Combat Realism and high caliber, HELP NEED!
March 27, 2017, 10:27:50 AM
anyone? How could i fix it? I never did anything similiar before, so i dont understand how could i fix it
#8
Help / Re: Problems with Combat Realism and high caliber, HELP NEED!
March 26, 2017, 01:54:37 PMQuote from: jimthenoob on March 26, 2017, 01:49:15 PM
It looks like the mods of a def name conflict. Basically there is more then one copy of a gun with the same name in each mod and they overwrite each other. This post is saying he went into the High Caliber mod XML and deleted any duplicates. so that the Combat realism defs don't get overwritten. This well mess up the comparability and you need to then start a new game but it should work.
What and from where i have exactly to delete ? And it doesnt matter if i will have to start new game. I am sorry, i am stupid with this stuff
#9
Help / Re: Problems with Combat Realism, help need
March 26, 2017, 01:29:17 PM
while surfing on this forum and searching for solution i found one post from one guy who had same problem but he fixed it, i just dont really understand how and what exactly to do, so am just gonna leave a quote of his message, maybe someone who is smarter with this stuff will explain me what to do. By the ways i am sorry for my bad english
Quote from: Difictly on March 18, 2017, 05:37:04 AM
Hello, I might be bumping a dead post, But I've got a problem with high caliber and combat realism - Some of the guns from High Caliber aren't having stuff from Combat Realism, And they barely deal damage (http://prntscr.com/elf3ix The guy was wearing tribalwear.), Examples - AK-74M: http://prntscr.com/elf3b2 ; FN Five-Seven: http://prntscr.com/elf409 Compared to a poor short bow: http://prntscr.com/elf4lg . Is it that the compatibility mod is outdated (Compatibility for CR v1.6.9.4 and I have CR v1.6.9.8 ) or..? I could of course just increase the damage of these weapons but then still, They would have infinite ammo and basic RimWorld combat mechanics. The mods and the order I am using them in - http://prntscr.com/elf5lz . Thanks in advance.
EDIT/SOLUTION: TL;DR - Removed the duplicate weapons from normal High Caliber - Fixed. There was a duplicate of these and a few more weapons, One with Combat Realism and other one without it. Removed the weapon codes containing these weapons from normal High Caliber (RimWorld\Mods\High Caliber\Defs\ThingDefs\HC_Weapons.xml). Example of what code I deleted that included Five-Seven:Code Select<ThingDef ParentName="BaseHumanGun">
<defName>Gun_Fiveseven_HC</defName>
<label>FN Five-seven</label>
<description>The FN Five-seven, is a semi-automatic pistol designed and manufactured by Fabrique Nationale d'Armes de Guerre-Herstal (FN Herstal) in Belgium. The pistol is named for its 5.7mm (.224 in) bullet diameter. It was developed in conjunction with the FN P90 personal defense weapon and the FN 5.7×28mm cartridge.</description>
<graphicData>
<texPath>Things/Item/Equipment/Gun_Fiveseven</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractPistol</soundInteract>
<statBases>
<MarketValue>325</MarketValue>
<Mass>0.7</Mass>
<AccuracyTouch>0.94</AccuracyTouch>
<AccuracyShort>0.88</AccuracyShort>
<AccuracyMedium>0.71</AccuracyMedium>
<AccuracyLong>0.55</AccuracyLong>
<RangedWeapon_Cooldown>0.96</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>BallisticShield_ValidSidearm</li>
<li>MedievalShields_ValidSidearm</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Bullet_5dot7x28mm_HC</projectileDef>
<warmupTime>0.3</warmupTime>
<range>24</range>
<soundCast>ShotFiveseven</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
</ThingDef>
This is how it looked like in the end without Five-Seven: http://prntscr.com/elfcjh
!WARNING! - It does screw over the save files that had unmodified High Caliber mod in them. So new colony creation is required after changing the original High Caliber.
#10
Outdated / Re: [A16] Combat Realism 1.6.9.4 Compatility Mods for EPOE and High Caliber
March 26, 2017, 12:53:52 PMQuote from: Difictly on March 18, 2017, 05:37:04 AM
Hello, I might be bumping a dead post, But I've got a problem with high caliber and combat realism - Some of the guns from High Caliber aren't having stuff from Combat Realism, And they barely deal damage (http://prntscr.com/elf3ix The guy was wearing tribalwear.), Examples - AK-74M: http://prntscr.com/elf3b2 ; FN Five-Seven: http://prntscr.com/elf409 Compared to a poor short bow: http://prntscr.com/elf4lg . Is it that the compatibility mod is outdated (Compatibility for CR v1.6.9.4 and I have CR v1.6.9.8 ) or..? I could of course just increase the damage of these weapons but then still, They would have infinite ammo and basic RimWorld combat mechanics. The mods and the order I am using them in - http://prntscr.com/elf5lz . Thanks in advance.
EDIT/SOLUTION: TL;DR - Removed the duplicate weapons from normal High Caliber - Fixed. There was a duplicate of these and a few more weapons, One with Combat Realism and other one without it. Removed the weapon codes containing these weapons from normal High Caliber (RimWorld\Mods\High Caliber\Defs\ThingDefs\HC_Weapons.xml). Example of what code I deleted that included Five-Seven:Code Select<ThingDef ParentName="BaseHumanGun">
<defName>Gun_Fiveseven_HC</defName>
<label>FN Five-seven</label>
<description>The FN Five-seven, is a semi-automatic pistol designed and manufactured by Fabrique Nationale d'Armes de Guerre-Herstal (FN Herstal) in Belgium. The pistol is named for its 5.7mm (.224 in) bullet diameter. It was developed in conjunction with the FN P90 personal defense weapon and the FN 5.7×28mm cartridge.</description>
<graphicData>
<texPath>Things/Item/Equipment/Gun_Fiveseven</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractPistol</soundInteract>
<statBases>
<MarketValue>325</MarketValue>
<Mass>0.7</Mass>
<AccuracyTouch>0.94</AccuracyTouch>
<AccuracyShort>0.88</AccuracyShort>
<AccuracyMedium>0.71</AccuracyMedium>
<AccuracyLong>0.55</AccuracyLong>
<RangedWeapon_Cooldown>0.96</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>BallisticShield_ValidSidearm</li>
<li>MedievalShields_ValidSidearm</li>
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Bullet_5dot7x28mm_HC</projectileDef>
<warmupTime>0.3</warmupTime>
<range>24</range>
<soundCast>ShotFiveseven</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
</ThingDef>
This is how it looked like in the end without Five-Seven: http://prntscr.com/elfcjh
!WARNING! - It does screw over the save files that had unmodified High Caliber mod in them. So new colony creation is required after changing the original High Caliber.
Hello, i have exactly same problem, how could i fix it? What i need to do?
#11
Help / Re: Problems with Combat Realism, help need
March 26, 2017, 12:35:58 PM
yeah, i tried that and i tested in new game, i even disabled all mods and deleted them, and installed them again, but its all same, i have no idea why it doesnt works, i would be happy to figure it out
#12
Help / Re: Problems with Combat Realism, help need
March 26, 2017, 10:33:07 AMQuote from: XeoNovaDan on March 26, 2017, 09:23:29 AMi did it but its still same
I've never really used the High Caliber mod - apart from trying it a while ago and removing because balance - but what if you was to swap Gunbench and CR patch around?
#13
Help / Problems with Combat Realism and high caliber, HELP NEED!
March 26, 2017, 09:01:31 AM #14
Unfinished / Re: [A14][WIP] Prisoners & Slaves - Testing Release
November 03, 2016, 06:05:45 AM
Hoping this awesome mod will be updated for A15
#15
Mods / Re: Prisoners and doors
November 03, 2016, 05:58:13 AMQuote from: Fridolin on October 26, 2016, 12:45:19 PM
https://ludeon.com/forums/index.php?topic=20854.0
dear com, shame on u all. no one helped him? bäääh
@korn.mil: somtimes google is no friend, but with a brain you can reach all u want ;p
no sorry für mei english 2, but s**t happens
have a nice day an enjoy this awesome WIP mod
cheers
Haha, thank you that you revealed me to this mod, lets hope this one will be updated for A15