[A18] Crude CE Conversions Corner aka 4C

Started by Canaris, December 28, 2017, 12:14:20 PM

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Canaris

Whats that all about :
Its a topic for amateur made collection of various mods crudely converted to Combat Extended mod.
Why : because CE is awesome, must have mod and those various mods offer much more than just weapons. But by default all of those weapons are useless – they cannot do any damage. So this is suppose to remedy that. Its a temp solution but its better than nothing i guess.


What to expect : working RANGED weapons
What not to expect : balance, bells and whistles like modded projectiles ( laser, plasma etc ).

Dont :
Whine about sf weapons using real life bullets.
Whine about bugs especially the harmless ones.
Whine about balance.
Whine about bugs if for some reason you refuse to get huglibs or something else that is/will be required.
Expect miracles from a retard like me.

Do :
Submit your own versions/other mods
Submit bugs
Submit suggestions/ideas
Keep error log on auto off - for the sake of your sanity
Support Rimworld and all those awesome mods and their makers to keep modding scene free #FuckBethesda

Requirements :
Combat extended mod ( duh ) - https://ludeon.com/forums/index.php?topic=33461.0
Huglibs ? - https://ludeon.com/forums/index.php?topic=28066.0

NOT REQUIRED but highly recommended :
20 century weapon pack CE mod - https://ludeon.com/forums/index.php?topic=33542.msg341977#msg341977  - it should work without it but dont bitch if you dont have it and something doesnt work because i missed some tiny detail.

AND respective mod because im uploading ONLY changed WeaponDef files NOT the whole mod.

Astra Militarium vel Imperial Guard Weaponry mod - https://ludeon.com/forums/index.php?topic=26469.0
Modded File Dropbox : https://www.dropbox.com/s/16kuohhsufcl28b/Core%20Imperial%20Guard%20Weapons.7z?dl=0
Paste and overwrite into ImperialGuardCore/Defs/ThingDefs folder

Astra Militarium - Traitor Guard/Factions submod - same link as the original
Modded File Dropbox : https://www.dropbox.com/s/y8khhgwnfwqjfsw/Traitor%20Guard%20submod%20Weapons.7z?dl=0
Paste and overwrite into ImperialGuardFactionsAddon/Defs/IGFTraitorGuard/TG_ThingDefs folder
Alternate option for Boltgun - changed the caliber from 40mm grenade to .50 BMG, 3 round burst or single fire. Two files for both Loyalist and Traitor Guard - https://www.dropbox.com/s/uwlfx73xrhdwa8x/Alternate%20Boltgun.7z?dl=0
Confirmed - Krak Grenades work. My recent colony wipe attest to that.
Astra Militarium Turret addon seems to work by default.

Glittertech - https://ludeon.com/forums/index.php?topic=5509.0
Modded File Dropbox - https://www.dropbox.com/s/g96uzkvfrfe0y8a/Glittertech%20Weapons%20CE%20version.7z?dl=0
Paste and overwrite into Glitter Tech/Defs/ThingDefs folder.

Notice : i dont touch anything else beside weapon defs so any bug regarding item other than weapon is probably not my fault.

To do list :
- more mods
- melee/ranged/special weapons
- unique ammo for each gun
- files for other mods
- balance ?

Dropbox links for txt files with changes for each mod :
Astra Militarium - https://www.dropbox.com/s/qmrusqg48gkl9jl/Imperial%20Guard%20Mod%20Changes.txt?dl=0
Glittertech - https://www.dropbox.com/s/gfzb6gbo9eozsjo/Glittertech%20changes.txt?dl=0

Edit : small fixes
Phoneposter - typos will happen.

grimsurgent

Hi, maker of the 20th CWM CE patch here, what do you mean when you say "i have no idea if it will work without it but for the sake of clarity get that mod ( plus its awesome so its win win )"? Also rename the topic to B18 instead of A18

RyanRim

As I understand you only edit the gunfire realism with ammo and sorts, not making the combat realism edits. Just want to make clear what can I expect from that before diving in.

✯✯✯✯✯✯✯✯✯✯✯✯✯

Canaris

Quote from: seanandjay29 on December 29, 2017, 02:33:01 AM
Hi, maker of the 20th CWM CE patch here, what do you mean when you say "i have no idea if it will work without it but for the sake of clarity get that mod ( plus its awesome so its win win )"? Also rename the topic to B18 instead of A18

I used verbs and comps from your weapondef file to replace "native" Astra Militarium ones with small purely numerical changes and i have no idea if it will work without your mod because i havent tested it. Will it ?

Quote from: RyanRim on December 29, 2017, 05:15:14 AM
As I understand you only edit the gunfire realism with ammo and sorts, not making the combat realism edits. Just want to make clear what can I expect from that before diving in.

What i did : made Astra Militarium guns use CE bullets and therefore do damage.
I havent touched ANYTHING else - accuracy, rarity, weapon cost to buy and craft - everything remains the same as it was in the base mod.
Phoneposter - typos will happen.

grimsurgent

Yes, it should work because my verbs and comps are in base CE. And when you said you didn't change the accuracy, does that mean it still has AccuracyShort, AccuracyMedium etc? Because accuracy in CE is defined by ShotSpread, SightsEfficiency,SwayFactor and Recoil. It might still work, but it could be unbalanced.

Canaris

#5
Quote from: seanandjay29 on December 29, 2017, 11:38:11 PM
Yes, it should work because my verbs and comps are in base CE. And when you said you didn't change the accuracy, does that mean it still has AccuracyShort, AccuracyMedium etc? Because accuracy in CE is defined by ShotSpread, SightsEfficiency,SwayFactor and Recoil. It might still work, but it could be unbalanced.
Oh ok, so it will work.
And yes, i haven't touched the accuracy so balance is probably all over the place but the guns themselves work.
I will get to changing it eventually. I hope.
Edit : Added Glitter Tech to OP.
Phoneposter - typos will happen.