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Messages - Kaelen Mosar

#1
Which mod is including this feature here
Raiders landing in a shuttle

https://youtu.be/Rk8s4hPrjA8?t=153
#2
no money for thunberg
#4
fixed it myself <3 ty anyway
#5
Help / Re: Removing Steel Ruins
May 12, 2020, 02:00:41 PM
get KV configurable maps

and maybe KV def editor
#6
Hey guys iam working on a compatability patch for the Hand feature on guns coming from Facial Stuff.

These examples are added with VWE
Whip, i rotated the texture by 90° too.

Flintlock

Semi Automatic Rifle


Unfortunatley my approach is not working on every weapon and because of this iam asking here for help.
Musket


My approach is pretty simple as i do not have any expirience. I just tried to use my brain worked out a bit....

So what have i done.

I looked at both folders and in the Facial Stuff Files i found a folder Defs\WeaponExtensionDefs
For example you can find there this file
WeaponExtensionDef_Gun_BoltActionRifle.xml
<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <WeaponExtensionDef>
    <weapon>Gun_BoltActionRifle</weapon>
    <attackAngleOffset IsNull="True" />
    <weaponPositionOffset>
      <x>0.1291824</x>
      <y>0</y>
      <z>-0.07402515</z>
    </weaponPositionOffset>
    <aimedWeaponPositionOffset>
      <x>-0.1446541</x>
      <y>0.1069182</y>
      <z>0.1069182</z>
    </aimedWeaponPositionOffset>
    <firstHandPosition>
      <x>-0.22</x>
      <y>0.003</y>
      <z>-0.11</z>
    </firstHandPosition>
    <secondHandPosition>
      <x>0.07</x>
      <y>-0.003</y>
      <z>-0.02</z>
    </secondHandPosition>
    <defName>WeaponExtensionDef_Gun_BoltActionRifle</defName>
    <label>WeaponExtensionDef_Gun_BoltActionRifle</label>
  </WeaponExtensionDef>
</Defs>


What i have done now is just to copy this file, and rename it with the def name of a VWE Weapon.
In this example it was the Semi Automatic Rifle you can see above. Both weapons look pretty the same so the hand positions should fit somewhat.
This is the code for the SemiAutomatic Rifle. I just changed it at 3 spots. Pretty easy!
<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <WeaponExtensionDef>
    <weapon>VWE_Gun_SemiAutomaticRifle</weapon>
    <attackAngleOffset IsNull="True" />
    <weaponPositionOffset>
      <x>0.1291824</x>
      <y>0</y>
      <z>-0.07402515</z>
    </weaponPositionOffset>
    <aimedWeaponPositionOffset>
      <x>-0.1446541</x>
      <y>0.1069182</y>
      <z>0.1069182</z>
    </aimedWeaponPositionOffset>
    <firstHandPosition>
      <x>-0.22</x>
      <y>0.003</y>
      <z>-0.11</z>
    </firstHandPosition>
    <secondHandPosition>
      <x>0.07</x>
      <y>-0.003</y>
      <z>-0.02</z>
    </secondHandPosition>
    <defName>WeaponExtensionDef_VWE_Gun_SemiAutomaticRifle</defName>
    <label>WeaponExtensionDef_VWE_Gun_SemiAutomaticRifle</label>
  </WeaponExtensionDef>
</Defs>



Unfortunatley i used the same idea to get hand positions on the musket you could also see above.
I created a WeaponExtensionDef_VWE_Gun_Musket.xml and added this code
<?xml version="1.0" encoding="utf-8"?>
<Defs>
  <WeaponExtensionDef>
    <weapon>VWE_Gun_Musket</weapon>
    <attackAngleOffset IsNull="True" />
    <weaponPositionOffset>
      <x>0.1291824</x>
      <y>0</y>
      <z>-0.07402515</z>
    </weaponPositionOffset>
    <aimedWeaponPositionOffset>
      <x>-0.1446541</x>
      <y>0.1069182</y>
      <z>0.1069182</z>
    </aimedWeaponPositionOffset>
    <firstHandPosition>
      <x>-0.22</x>
      <y>0.003</y>
      <z>-0.11</z>
    </firstHandPosition>
    <secondHandPosition>
      <x>0.07</x>
      <y>-0.003</y>
      <z>-0.02</z>
    </secondHandPosition>
    <defName>WeaponExtensionDef_VWE_Gun_Musket</defName>
    <label>WeaponExtensionDef_VWE_Gun_Musket</label>
  </WeaponExtensionDef>
</Defs>


Unfortunatley i see no hand positions ingame. The hands just on standby on the body.

So what am i doing wrong here!

Thanks <3
#7
@ Author just wanted to tell you that Combat Extended 1.1 was released and you could update now if you want. Kindly appreciated <3
#8
lol this topic... ye sure i updated my assloadmodded 1.0 safe in 1.1 and expect everything to WORK FINE.. :DDD
#9
Quote from: tobi1449 on March 16, 2020, 03:43:10 PM
I'm currently having the same problem (tons of mods, latest Rimworld). Is there any way to attach a memory profiler to Rimworld to see what is actually causing this?

pc specs`?
modlist?
#10
General Discussion / Re: 1.1 Broke my 6 year save
February 26, 2020, 06:25:09 PM
If you need a 1.0 mod, i got a backup of these and a few more propably
If there is something you need and you can not find it on a github send me a pm

Check the list there
https://steamcommunity.com/sharedfiles/filedetails/?id=1993216080
#11
General Discussion / Re: Royalty Expansion
February 25, 2020, 04:22:27 AM
Quote from: Brother of fan on February 24, 2020, 04:24:32 PM
I have a little brother who loves this game and has been playing it since alpha eight but ever since the new DLC dropped he has been depressed and says that the game has been completely ruined. When he first started playing the game he thought of it like a Robinson Caruso type experience where you're trapped on a deserted Planet trying to survive and then build a colony when he first started playing there wasn't even the Escape ship so he just kept building and surviving. Now the game is about buttering up Royals and dealing with decadent Nobles in order to escape you are in a civilization not trapped outside of it. His favorite part of the game was how you made your own story the story of your own colony! He told me he thought you guys understood that! He says that he can't even trust the games he loves to remain the same because of this game and what recently happened with Blizzard. He was able to calm down a little once he found out he could revert the game to a previous version and turn off the DLC. As his caretaker I bought him a DLC to a game he loves and I deeply regret making this purchase and want a refund for this DLC even though I know that can't happen due to Steam's refund policy when it comes to DLC. If any good can come of this comment I hope it's at least of this: that you consider what the game is actually about before designing an expansion and that you explain what's actually in the DLC a little bit better.

Sincerely brother of a fan

@Tynan: yeah think about this. I couldn't say it better than the young noble :D
#12
General Discussion / Re: Royalty Expansion
February 24, 2020, 07:17:50 AM
Here we go 2020

1.1 was released and broke all your saves guys get over it but now... NOW YOU HAVE THE CHANCE TO EASE THE PAIN

Buy that DLC to become a badass royal spacefaring swordswinging asexual authistic moron that likes to torture the newly introduced yak's.
What else could we have asked for in a massive colony simulation?! Proper working spaceships, survival elements, real diplomacy, and a lot other things that may make more sense but well

in the end

it is a

story telling generator

fml

::) ;D
#13
Quote from: b0rsuk on February 20, 2020, 07:36:38 AM
I am disappointed.

https://www.youtube.com/watch?v=a4J6NsM2Cco

Another missed opportunity.
https://www.youtube.com/watch?v=LxuFDfKIPTg

lol, why don't you think about modding it in the game yourself? :DD
#14
Quote from: kiwikenobi on February 18, 2020, 10:34:09 PM
QuoteAdded asexual trait.

add's a good portion of immersion to my game as well, prison labor mod hopefully to be updated soon<3
#15
I will for sure be testing as soon as enough mods will be updated to 1.1 and 1.1 leaving unstable <3

But i thought just this point in the changelog aimed straight towards this issue that people expirienced between after flawless B versions of the game.

So if it was aimed towards thank you if not.. what the hell is goin on :D