[B18] 20th Century Weapons Mod CE Patch

Started by grimsurgent, June 12, 2017, 01:30:57 AM

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grimsurgent



This is the standalone version of the 20th Century Weapons Mod Combat Extended Compatibility Patch. You do not need to have the normal version of 20th CWM for this to work. All credit goes to xo-xo-xo for making the original mod. Use this however the hell you want. I might make more patches in the future, if theres a high demand for them.

WEAPON LIST: http://steamcommunity.com/workshop/filedetails/discussion/730433288/350542145700634404/

UPDATE B18: Updated to B18, rebalanced melee weapons, added melee to most kf the guns. This release may or may not have a couple of bugs so let me know if anything seems wrong.

DOWNLOAD: https://www.mediafire.com/file/8g2h5z0in2vcxd0/20th_CWM_CE_B18-1.rar

Hund

#1
Hello,
It seems that i have run into an issue loading your mod:
this is the error i get when loading into the game: https://gist.github.com/HugsLibRecordKeeper/8d0fac00a2fedc324ce619ce340a4aae
i also get further errors when i spawn/make a pawn take any gun that uses a caliber that is not from normal CE (this includes the 2 statics)
(also making my modlist only include CE + this mod gives the same errors, and any gun that uses a caliber from CE works just fine. But i only tried a couple of those guns)

grimsurgent

Quote from: Hund on June 12, 2017, 07:39:00 AM
Hello,
It seems that i have run into an issue loading your mod:
this is the error i get when loading into the game: https://gist.github.com/HugsLibRecordKeeper/8d0fac00a2fedc324ce619ce340a4aae
i also get further errors when i spawn/make a pawn take any gun that uses a caliber that is not from normal CE (this includes the 2 statics)
(also making my modlist only include CE + this mod gives the same errors, and any gun that uses a caliber from CE works just fine. But i only tried a couple of those guns)

Do you have the newest version of combat extended? Because all the ammo types I'm seeing in your error log were added to the main CE mod in the 1.1 update.

Hund

Well oops :o
I updated it but still managed to load the old version into my modlist.
Sooo it works just fine, thx for the patch.

grimsurgent

Quote from: Hund on June 12, 2017, 04:30:11 PM
Well oops :o
I updated it but still managed to load the old version into my modlist.
Sooo it works just fine, thx for the patch.

You're very welcome, was just gonna keep it for myself, then decided others might want to use it.

Pupun2542

I want to make some CE patch to use in my modlist privately but I don't have any C# knowlege can you advise me? thank you.

Jetpack_Maniac

Making CE patches doesn't need C#, just like plugging in for xml.  The author listed a nice how-to on exactly how to properly patch weapons.

https://github.com/NoImageAvailable/CombatExtended/wiki/Creating-an-xpath-patch

Pupun2542

Quote from: Jetpack_Maniac on June 13, 2017, 09:03:52 PM
Making CE patches doesn't need C#, just like plugging in for xml.  The author listed a nice how-to on exactly how to properly patch weapons.

https://github.com/NoImageAvailable/CombatExtended/wiki/Creating-an-xpath-patch
thank you very much I'll try it

grimsurgent

Updated to v2: Rebalances, crafting times shorter, accuracy balanced, auto shotguns now actually automatic, etc

see main post for download

grimsurgent

Updated to v3: Made it compatible with current version of CE, enemies now actually spawn with the weapons, all weapons are craftable, balances, etc

download link updated

freaky89

Hey,
thank you for made this mod :) Good job!
I have a suggestion... it's possible to lower the range of your weapons to fit more to the CE weapons.

Example: The Vanilla CE Sniper have a range of 75. The Remington 700 have 105 and use the identical ammo.
The same with the CE Assault Rifle = 55, and example M4A1 = 68 or AKM = 70.
Alternative: Increase the range and load your mod after CE.

grimsurgent

Quote from: freaky89 on June 25, 2017, 05:44:30 PM
Hey,
thank you for made this mod :) Good job!
I have a suggestion... it's possible to lower the range of your weapons to fit more to the CE weapons.

Example: The Vanilla CE Sniper have a range of 75. The Remington 700 have 105 and use the identical ammo.
The same with the CE Assault Rifle = 55, and example M4A1 = 68 or AKM = 70.
Alternative: Increase the range and load your mod after CE.

Yeah, ill have to change that next update, along with research

grimsurgent

UPDATE v4: Fixed crafting recipes, fixed ranges, made it require CE research, should be last random hotfix for awhile. hopefully  ;)

rambo

can you remove the ak47 and the rpg7 since CE guns already has it so can you please make a version where there is no ak47 and rpg7 (from 20th Century Weapons Mod)

grimsurgent

Quote from: rambo on July 02, 2017, 06:09:13 AM
can you remove the ak47 and the rpg7 since CE guns already has it so can you please make a version where there is no ak47 and rpg7 (from 20th Century Weapons Mod)

My mod does not have an ak47. It has an akm and akms, which are modernized variants of the ak47 which is slightly more accurate and less recoil. My rpg7 has the exact same stats, and not all people have ce guns, so if you want them removed then do it yourself on your own copy.