This mod has been releasedforum link:
https://ludeon.com/forums/index.php?topic=47700.0----------------------------------------------------------
Weapons And Outfits
Description of the mod:This gives the pawn the possibility to assign weapons to outfits, just like apparel.
Just like the apparel filter you have in the outfit manager menu, you will have one for weapons (equipment).Quality and hitpoints percentage filters works for this too (Since the method
allows of the
thingfilter class does so) . The idea is to just pick a few from the filter so that you can switch weapons quickly when raided (like hunter outfit -> Battle outfit) etc.
The pawn then will check if he is equipping that weapon. If true he will do nothing, otherwise he will look for the first weapon in his filter list available to pick up from storages. He will just go to the weapon, throw the one he is equipping, equip the desired one, and opportunistically will haul the weapon to the correct storage
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Patching problems [Skip this if you don't care about it ]
I have been having quite a stressful lot of problems patching it with or without Harmony, and also considering that some of the classes involved have not def associated it and adding new class fields is not possible with harmony. Using xpath operations can be possible if it weren't that, again, some of the classes have no direct def association (like Dialogs). Just so you can know.. It took less time to write the code and recompile the assembly than figuring out how to patch it.
Long story short: I don't have the time, patience or the knowledge right now to work it out
This is the reason it is still a Patch WIP. If you want to use this mod, just overwrite the assembly-CSharp.dll in your /Managed folder with the one provided in the github repository
If you want to know the code involved.. ,again, look in the github repository below ; who knows, some more advanced modders might take it to the next level by patching it, if requested by popular demand.
Note that I would happily work in the patching in collaboration mode with other modders.
Assembly recompilation is just fine.
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Compatibility:
I have tested it quite a while with this modlist and had no problems:
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>BetterPawnControl</li>
<li>PathAvoid</li>
<li>While You are Up</li>
<li>PickUpAndHaul</li>
<li>P-Music</li>
<li>HeatMap</li>
<li>MedicalTab</li>
<li>AvoidFriendlyFire</li>
<li>Pharmacist</li>
<li>RimworldSearchAgency</li>
<li>AreaUnlocker</li>
<li>Miscellaneous_TrainingFacility</li>
<li>PriorityClean</li>
<li>MoreHarvestDesignators</li>
<li>kNumbers</li>
<li>Blueprints</li>
<li>GearUpAndGo</li>
<li>SnapOut</li>
</activeMods>
It greatly benefits from BetterPawnControl as you can imagine.
Incompatibility:
This mod doesn't change the existing functionality, but it expands it.. except maybe in the sense that the outfit and the dialogManager instances have an extra field property... I think then that It shouldn't be incompatible with any mod that wouldn't use code transpilation in the following classes
Outfit.cs
Dialog_ManageOutfits.cs
JobGiver_OptimizeApparel.cs
UPDATE: Fixed some problem with the quality and hitpoints filters.. but I had to modify another class in the Verse namespace
ThingFilterUI.cs
EDIT: The assembly is for 64 bit version of rimworld.. if requested I will make the same for the 32 bit version!--------------------------------------------------------
Instructions1- ALWAYS backup the assembly-CSharp.dll located in your game's Managed folder
2- Overwrite that file with the one in the github's repository
3- Play
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Github:
https://github.com/ErnestUTN/Rimworld_WeaponsAndOutfitsCredits-
Rimworld's Discord Mod Development channel for all the help regarding modding the game

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