[1.4-1.5] (WIP) Red Horse ²

Started by Chicken Plucker, February 13, 2021, 09:46:24 PM

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What upcoming faction mod are you looking forward to most?

The Ghosts
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Cordis Die
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Bad Company
2 (66.7%)
XOF
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Umbra Company
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Total Members Voted: 3

Chicken Plucker

#375
Progress Report:

Got the enlistment and the colony names working.. It's Pretty good.



TO-DO by Sunday:
- Fix the faction enlistment system cause it isn't working
- Fix the faction settlement naming system

- Fix the backstories
- Fix all descriptions
- Fix the sounds
- Fix the apparel cause they're all colorable if stuffable atm
- Code the Maxi food
- Code all guns
- Code all apparel
- Add the stealth pawntypes
- Potentially add a scenario where you play as MSF
- Faction balancing (i.e. quality of equipment, skill of pawntypes etc etc.)



Haven't touched factions for a while so I had to figure out how my enlistment system worked again. Got it working great. Dreading a 1.5 update if it breaks these bloody features ugh (spoiler alert: bet it will). I spent all day wondering why MSF only had enlistment options when Rangers faction were enabled, turns out it was a patch folder that added the enlistment features.

What you see in terms of labels and descriptions won't reflect the final product. I'm only updating you folks on the progress so you know I'm not gonna take another 6 months to release this.



But hey all the MGS V soundtrack and sound effects play during interaction with enlistment. The MGS V TPP and PW loadout screen music plays on missions. It's.. pretty good.

For someone who hasn't played MGS for a while and haven't seen MSF as a mod, it felt nostalgic to say the least. RIP my old PSP.



It's all coming together folks. No greater good, no just cause. When RimWorld calls for wetworks, they'll answer.

Chicken Plucker

#376
Progress Report:

Much apologies guys, no release this weekend despite my initial optimism. Admittedly I ended up just wasting time Friday-Saturday mincing around and sleeping a lot, regardless, I underestimated the amount of work needed to be done. The release date is pushed back till 11 of March, but I'll do my best to get it out before that.



I ran into some problems which the amended to do list will explain below.



Besides a few sound errors I had to go through to fix and some new things to add, I ran into other minor annoyances like the MSF Stealth suit neckhole being too low. Had to consult Fiendakko to sort it out.


TO-DO list by next Monday:
- Fix the faction enlistment system cause it isn't working
- Fix the faction settlement naming system

- Fix the backstories
- Fix all descriptions
- Fix the sounds
- Fix the apparel cause they're all colorable if stuffable atm

- Code the Maxi food
- Code all guns
- Code all apparel
- Add the stealth pawntypes
- Potentially add a scenario where you play as MSF
- Faction balancing (i.e. quality of equipment, skill of pawntypes etc etc.)
*New
- Code the Peace Walker as a pawntype
- Custom Sound FX for MSF Railgun
- Custom sound FX for Peace Walker
- Code the Railgun explosion
- Code the Railgun
- You didn't make a railgun blast texture. You gotta make one.
- Re-texture the rations cause I don't like the orange rations. They have to be yellow like in Peace Walker.
- Code the Chicken Hat
- Delete all unused sound files
- Run through and cleanup sounddefs and remove unused ones if any
- Fix the hairs! People keep spawning with beards under masks and colorful hairs! It's not good!
- Trader pawnkind won't spawn with clothes on but spawns with headgears. BROKEN LIKE A DAMN FIDDDLLE!
- Normal gunner pawntypes coded to use normal MSF uniform
- The backpacks aren't working. WHY AREN'T THE BACKPACKS WORKING?!
- Fix the pawntypes who are spawning with no guns




May end up coding MSF to have no beards because of how the balaclava system works now, it's a bit annoying to see the limitations of RimWorld's headgear and hair systems showing, especially with me always using balaclava with other headgears to allow modularity for you guys. As much as I wish I could go back and re-think that, it's sorta too late. Besides, I prefer the layering system despite being a bit buggy. I just hope 1.5, despite probably breaking everything I'm working hard to get out now, will have headgear layers.



Again folks, apologies for even more delays, rest assured progress is being made and the mod will come out by next week whether it's finished or not, I will have a closed beta here in Ludeon for you guys, and then release to Steam after its polished.

Chicken Plucker

#377
Progress Report:

It's coming out tomorrow.




(Spawned one of each pawntype available in the mod from the MSF faction and a 10,000 points pirate raid)

EDIT: Forgot to mention this sidenote, the peace walker is very basic, but if you have BioTech enabled it gets mechanoid abilities to use smokescreen and etc. (Assuming you manage to take control of one)

TO-DO list by 11th of March Monday:
- Fix the backstories
- Fix all descriptions
- Potentially add a scenario where you play as MSF (Will be canned as the enlistment system is good enough)
- Faction balancing (i.e. quality of equipment, skill of pawntypes etc etc.)
- Code the Chicken Hat
- Fix the pawntypes who sometimes spawn with no guns
- May nerf the Peace Walker, as it is currently very cheeky

New MSF Ration textures:

Straight from the source material with this new one, I prefer it since it feels a lot more familiar



The maxi burgers and cola is back, I finally got the trader pawnkinds working too



The Peace Walker emits the AI Lullaby ambience from MGS - Peace Walker, I've also gone ahead and added sound effects while it aims (AI Generated voice of Lori Alan, the lady who plays The Boss/The AI)

If you wanna see how things go, watch the video for a bonafide preview of MSF.



I also decided to keep gunners in heavy armor, and separate the elite and normal gunners by allowing the Elites to spawn only with the railgun since it was too rare.



MSF troops also spawn with "Veteran Smock" which is just a Vietnam era jacket with an alice webbing, so the troops still use their normal uniform, but during cold weather they spawn with these things.



Some pawns also spawn with the backpacks, but I notice for the most part it seems awfully rare. I did choose not to tag the stealth pawns and elite heavy gunner pawns with these, since they use more advanced utility and I felt it would spoil their look.



I've also gone ahead and shifted MSF from using mostly cloth to Devilstrand, since it makes sense if they've been hunkered down in an outer rim planet for a long time and make quite a bit of money with their advanced technology and their somehow sustainable service of taking part in wars perpetually.

Final note: Listening to Autumn's advice, the M1 Helmet from Rimmu-Nation clothing is tagged to be used by MSF troops if Rimmu-Nation 2 Clothing is enabled, so the fellas have a helmet.

See you guys tomorrow!



EDIT:


Ladies and Gentlemen, the Peace Walker is now equipped with a total of 3 weapon systems.

- Cluster bomb launcher
- M134 Minigun
- "Peace" Launcher

I'm likely going to nerf the missiles now that the thing has a lot of firepower. I would really hate to mess with MSF and they send this thing on me.

I've also given it a powerful melee stomp attack with custom sounds and etc. in case something approaches it, but it's just a standard melee attack.

Chicken Plucker

#378
Beta release:
1.4 Updates: Google Drive Link

.. Kept you waiting, huh?



[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive)
- Added [RH2] Faction Militaires Sans Frontieres in the Google Drive Red Horse 2 factions folder.

- Updated [RH2] Metal Gear Solid, please make sure to update this mod so there aren't any conflicts. I buffed the Tranquilizer rounds and the M9A1-NL accuracy


Leftover TO-DO:
- Backstories refuse to be fixed. Fix it before Steam release
- Code the Chicken Hat
- All descriptions are currently placeholders, may be subject to change
- MSF pawnkinds have no helmet (Except the heavy gunners), may or may not fix this.


NOTE:
The mod is NOT fully finished. It has red errors with MSF pawnkind backstories that is safe to ignore, but please keep this in mind if you choose to install this mod.

Look lads, it's 2AM. I have a lot to say but no time. I'll deal with it tomorrow. If you find any issues, feel free to report it to me, would appreciate it.



BETA HOTFIX #1

Mod beta just came out and I already messed something up lads oh me days.


[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive)

- MSF Enlistment descriptions fixed, was left unedited due to oversight by yours trully


BETA HOTFIX #2

Done it again.

- Fixed enlistment mission UI description and gave it an original one.


NOTE:
Reminder to those who didn't read, ignore the backstory errors since I'll sort them out before Steam release. If you find any other issues, let me know, the descriptions should be fully nipped now.

Chicken Plucker

1.4 Updates: Google Drive Link

RH2 Faction - V.O.I.D.

- deepsave related issues fixed
- removed protocol and other code spoilers in language.xml
- resurrector.dll split apart to have resurrection and rapid healing separate.
- undying pawn resurrecting related error fixed

Just some fixes pushed for VOID today. Was too tired to return to MSF, had a lot of sleep debt from yesterday. Rest assured, MSF is gonna keep on keeping on. Steam release hopefully by next Monday. I have some surprises in store for you all.



There's more content for the mod coming.


Skynert

My brother in warcrimes gaming, emmm 1.5 is in your plans? :D

foxr3y

Hey mate, just want to drop my appreciation post. I've been a really big fan of your mods. And I'd like to express my gratitude for all of your work and effort in creating/remaking these mods. And with the 1.5 update on the way, I'm looking forward to seeing what you'll provide. Cheers!

Chicken Plucker

#382
1.4 Updates: Google Drive Link

MSF is no longer in Beta.



Mod updates:

[RH2] Faction - Militaires Sans Frontieries
- Backstories fixed

[RH2] Metal Gear Solid
- Genome soldier backstory buff

[RH2] Task Force 141
- Some backstories have been buffed, some traits changed. (i.e. combat medics now have bonus stats on intellectual as well)



I've tried to make it highly likely that "Genome soldier" as a childhood and "Mercenary Legend" is the resulting backstory of the boss pawntype for MSF. I've also added a few more childhood backstories, like Intel Corps, Military Chef, Military Mechanic and etc.

Working on a few more content to add then I'll release to Steam.


EDIT:
Minor hotfix - Changed boss pawntype label to "Boss" instead of "Mercenary"

Quote from: Skynert on March 13, 2024, 04:43:34 PMMy brother in warcrimes gaming, emmm 1.5 is in your plans? :D

Hey Skynert my man! Not gonna worry about 1.5 right now. I know the horde and the requests are coming, unlike before I'd rather not have a meltdown and let the anxiety get to me when it comes to getting everything updated.

This time, I'm not gonna worry, if the mods break and they take months or longer to fix, then it does. Otherwise, I'll just carry on my way and I'm looking forward to the new headgear system I've heard rumours about that 1.5 has. We can all use that right about now

Quote from: foxr3y on March 14, 2024, 04:41:13 AMHey mate, just want to drop my appreciation post. I've been a really big fan of your mods. And I'd like to express my gratitude for all of your work and effort in creating/remaking these mods. And with the 1.5 update on the way, I'm looking forward to seeing what you'll provide. Cheers!

Thanks brother, hope we get all the old factions back, it's been too long  8)  8)

Chicken Plucker

#383
1.4 Updates: Google Drive Link



Mod updates:

[RH2] Faction - Militaires Sans Frontieries
- More backstories
- More backstory fixes (i.e. grammar, trait tweaks, i.e. insurgent now has trigger happy as a trait)
- Peace Walker nerf (blast radius of weapons, missile damage, HP reduction)
- MSF Railgun nerf (blast radius and damage)
- Armored Balaclava added
- MSF balaclava slight buff in HP and sharp protection
- Pawnkind fixes
- MSF with biotech enabled now has a chance to have other xenotypes
- SoundDef fixes for sustainers *Edit
- MSF railgun sustainer temporarily removed till fixes *Edit
- MSF Bosses and Infiltrators no longer spawn with M16s, only FN FNC or NL weapons. *Edit
- Elite MSF pawntypes cannot spawn as teenagers with no adult backstories now *Edit
- Elite MSF heavy gunners now spawn with armored balaclava *Edit



EDIT: Sorry folks, had to run so I kept the post short. Basically I saw a lot of friendly fire on high ticket MSF raids. It's no good winning if the majority of the casualties are from your own side so I ended up nerfing blast radiuses and increasing the ai_avoidfriendlyfire thing. Will continue doing more fixes.



ZEKE textures are done. I'm about to create the pawntype. This thing will be a lot more devastating than the Peace Walker.
BlackMarket420 was the man for the job as Times New Roman who did the Peace Walker texture was unavailable.

I have decided not to add nukes to ZEKE, much to nobody's surprise. Currently working on letting players create Peace Walkers and ZEKEs for their own colonies if they have Biotech enabled, and the last thing I want is everyone throwing nukes like it's a tennis ball.



TMC has finished the school uniform Paz wears but only for the female body, we're gonna have to add the spy incident on a later update.





Last but not least, Fiendakko delivered us a kitbash of the Diamond Dogs balaclava, but MSF version so we can have a good in-character armored helmet for MSF. It still uses textiles for stuffables. Raiden is also finished so expect that for the Metal Gear Solid mod.


HOTFIX:


- Reduced the amount of cigars an MSF pawn may have in their inventory (no more 55 cigars in your pocket)
- Mercenary label fixes, plural now says "Mercenaries"
- Infiltrator pawntypes are now labelled "Infiltrator" not "Mercenary"

Chicken Plucker

#384
1.4 Updates: Google Drive Link




[RH2] Faction - Militaires Sans Frontieres
- Metal Gear ZEKE added
- Traderkinds now have MSF item stock
- Enlistment fixes
- Enlistment now has a "Promotion" feature
- Changed what is issued in provisions (Removed devilstrand cloth)
- Changed what is issued in MSF issue (Added Veteran Smock, CISO Rucksack and Armored Balaclava)
- Pawns now have custom names accurate to Metal Gear: Peace Walker soldiers
- Big Boss leader name
- Big Boss pawntype now spawns as a Big Boss phantom (Currently needs coding for the beard)
- Trader pawnkind now spawns as a Miller phantom (Currently needs coding to disallow beards)
- Reduced chances of certain xenotypes who may be more drug dependent to spawn, this also lessens the chance of the phantoms to spawn as a xenotype that isn't human
- Some backstories made are now exclusive to the big boss and trader pawntype



Been working on some phantoms. Won't explain too much for those who do not want spoilers for MGS lore, but to those in the know: "La lu li lei lo."

Promotion:

Added a new Promotion UI if you have at least one pawn with the required skills, you get to promote within MSF.


After promotion you get the following new option (Yes, I used the Tank Box for the UI):

S-Tier issue allows you access to some free heavy armour and sneaking suits from MSF every 30 days, lets you build a fireteam of better equipped specialists if you're building up your troop capabilities.





NOTE:
Found a bug with Maxi Colas. If you open the description a ton of errors (by a ton, I mean infinite) come out. I'm looking to fix this tomorrow, please avoid checking their descriptions to avoid a logspam. Opening the description is unlikely to cause a long term issue in your save, but it's better to be safe than sorry. Do not open Maxi Cola descriptions until next update.





In other news, BM420 has almost finished another Pawnkind I'm adding to MSF as a rare spawn. It's the Peace Sentinel Escort. I'm aware they aren't MSF, but so weren't the Peace Walker mechs. I've decided to go ahead anyway because these guys are the coolest looking enemies, and it's easy to explain away that with MSF's current influence and power, they simply assimilated these guys.

I'm likely to let them guard the trader caravans, and they may not spawn much during raids if at all.



These boys will be using the CAR-15, texture courtesy of Fiendakko.



In summary, the current to-do list:



- Fix Maxi-Cola description bug that breaks UI
- ZEKE balancing
- Add Peace Sentinels
- Add CAR-15
- Wait for Taranchuk to add forcedBeard and forcedNoBeard.dll for the phantoms
- Wait for TMC to finish peace student uniform
- Spy incident coding

Chicken Plucker

#385
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive)




Mod update:
[RH2] Faction - Militaires Sans Frontieres

- Fixed Maxi-Cola description bug that breaks UI (Took 9 years to fix and was the hardest one to deal with)
- Maxi-Cola rebalancing, it now has a more harsh withdrawal effect, now classified as a hard drug
- Maxi-Cola price reduced from 500 to 300 approx
- Maxi-Cola description changes
- Maxi-Cola now craftable, Go Juice research to unlock
- ZEKE balancing:
* Damage buff for Railgun, damage nerf for frags, projectiles have been slowed down, blast radiuses reduced
* Health and shield increase
- Added Peace Sentinel escorts for the caravans
- Added CAR-15
- Added PS Reinforced Armor
- XM15E1 renamed M16A1, texture has been changed to that with a 30 round magazine
- FN FNC-SD renamed to MRS-4 SD
- Mercenary sharpshooters now have custom sniper backstories
- Elite mercenaries now have a more filtered backstory
- Big Boss pawntypes now spawn with the Big Boss beard
- Miller pawntypes now never spawn with beards
- Xenotype spawn rates reduced to lower percentages (to not affect the phantoms so much)
- New mech longjump abilities if biotech is enabled for the mechs
- Raised the volume of the mech weapon systems
- Changed the SFX for the melee attack the mechs do so it sounds like a mech stepping on things
- Added more variety for pawn names, which gives room for shorter animal/insect related names
- Trade caravans now consist of Kaz and escorts



Boys, girls and mercenaries..  MSF is ready. I only have a few things left to do.



Final To-do list before Steam release:
- Code and add the Chicken Hat
- Code and add the Peace Student Uniform
- Code and add spy incident
- Code and add a Peace Walker/Metal Gear incident (Optional)
- Code and add gestation for the Metal Gears if Biotech is enabled so players can create these mechs
- About.xml needs proper crediting to a few people and sound sources
- Description polishing for the MSF Faction

Steam release to-do:
- Previews
- Mod description
- Mod trailer



That's all for now folks, enjoy the mod as it is now bug free (as far as I'm aware)



HOTFIX:



Patchnotes:
- Elite pawnkinds can now spawn with MRS-4 SD again
- Elite pawnkinds can now spawn with CAR-15


This is a bit awkward after I said "bug free" folks. I realized after the video that the Elite pawnkinds no longer spawn with an MRS-4 SD, so I had to sort that out cause the rifle was still tagged as an FN FNC.

As an added precaution, if you've been playing with any old versions of MSF, please delete the mod folder and install the new one just so you don't get the old broken Maxi-Cola code.

Should be now fixed, goodnight folks.


EDIT:
Fixed MSF download links

Chicken Plucker

#386
1.4 Updates: Google Drive Link
[RH2] Faction - Militaires Sans Frontieres DOWNLOAD LINK (Google Drive)



Mod updates:
[RH2] Faction - Militaires Sans Frontieres
- About.xml credits updated
- Big Boss will now always spawn with the first name "John" and surname "Doe" for consistency
- Maxi cola high lasts slightly longer now
- New M134 Gatling Gun for MSF Elite Gunners
- Metal Gear ZEKE shield system recharges 5 seconds faster now
- Metal Gear ZEKE shield radius texture is now bigger
- Metal Gear ZEKE drawsize and size increased by 1
- ZEKE texture reduced black outline size to better fit with Peace Walker
- Peace Walker and ZEKE can now be Gestated in Large Gestator if Biotech DLC is enabled. Enjoy creating them!
- MSF Faction is now naturally hostile to the following factions:
* Fallen Empire (Royalty DLC)
* Task Force 141
* Utilitarian
* FOXHOUND (Metal Gear Solid player scenario)


[RH2] Faction: Task Force 141 *Hotfix
- Fixes for the missing MRE defname, caused a bug last update, my apologies

[RH2] Faction: Rangers *Hotfix
- Fixes for the missing SoundDef errors, caused another bug last update, my apologies x2



I saw a lot of friendly fire deaths from the MSF Railgun, decided to make it a 50/50 chance they won't spawn with a railgun, so the elite gunners needed a new weapon. BlackMarket420 created the M134 Gatling Gun texture for these folks, those of you who played Peace Walker may know of this thing. It's pretty good.


Considering MSF has giant bi-pedal robots with multiple weapon systems, 100 MSF Railguns held by elite gunners can be a bit of a Debbie downer. I'd rather they have a chance to have man portable Gatling Guns instead. It's still bad news, but you know.



I have also decided to not make MSF super friendly rainbow huggy wuggy tree lovers. Instead, they are neutral to players but hostile to rival PMC in the RH2 mod playlist, and they're anti-government so they do not like Task Force 141. True to character, they will engage these factions and you cannot enlist with MSF if you are enlisted with their enemies.

I have decided against MSF being hostile to Rangers since I felt that they wouldn't have problems with law enforcement that isn't strictly out to expand borders or take part in war like conventional troops would. I also believe the Rangers, who have their hands full as it is, wouldn't mind staying out of MSF's business, considering they're not attacking neutral civilian factions and they have a giant Metal Gear that shoots a lot of bombs, while they're running around with outdated revolvers.



Final note: If you already have an existing save, these changes with faction relations are unlikely to affect you since generated worlds already have them set. Also, big thanks and much credits to Arquebus for coding this faction relations dynamic now made possible.

Steam release will hopefully be this week guys but I'm exhausted and I still have a few things to do. See you with more updates folks.

Chicken Plucker

#387
1.4 Updates: Google Drive Link



Mod updates:

[RH2] Metal Gear Solid



- Raiden outfit set added
- Raiden hair added
- HF Blade added
- New backstories exclusive to Cyborg Ninja pawntypes
- Removed pawnkind skills .dll
- Pawnkinds from FOXHOUND can no longer spawn with vanilla backstories
- Backstory stat buffs
- New pawnkind generated names for FOXHOUND
- Revengeance incident now adds the Elite Cyborg Ninja (Raiden) pawntype instead of the classic Cyborg Ninja
- HF Blade and Katana damage buff


[RH2] Faction - Militaires Sans Frontieres

- Pawn naming fixes (Some errors in the names, i.e. Russian: or Latino: were mistakenly left)
- ZEKE Re-texture added

[RH2] Chicken Mitchell 2 - Hairstyles

- Added Raiden hairstyle



ZEKE BEFORE:


ZEKE AFTER:


BM420 added more details for ZEKE. I wanted it done before final release.



Times New Roman has also begun re-texturing the Peace Walker. Along with this, we are getting a four legged variant.

You may ask "Why?" when it comes to the re-textures of the mechs, but it's just me taking on-board some criticisms for accuracy, and comparing my work to the stuff AOBA has planned. I wanted more details and I wanted more accuracy for the mechs.

The Peace Walkers will have a new naming scheme, i.e.
Peace Walker (Basilisk)
Peace Walker (Pupa)

The Pupa will have double the cluster bombs and double the miniguns, probably more health and armor, otherwise it's not gonna be any stronger than ZEKE.



Final piece of MSF uniform in the works, TMC is doing Big Boss' Battle Dress, may call it "MSF Battle Dress" when its out, spawning for the elite gunners only, maybe with a chance of spawning for the Big Boss pawntypes.

See you guys when things get done, some surprises may be coming.


Chicken Plucker

#388
1.4 Updates: Google Drive Link



Mod updates:
[RH2] Faction - Militaires Sans Frontieres

- Peace Student pawntype added
- Peace Uniform added
- "Peace Student" MSF deserter incident added
- Paz hairstyle added
- Removed other female hairstyles from mod (forgot to remove it, sorry)
- Peace Student backstories added
- Reduced xenotype chances even further to minimise risk of custom pawns in incidents spawning as non baseline (Biotech)

EDIT:
- Updated again for grammar fixes on quest


Mod updates:
[RH2] Metal Gear Solid

- Increased recipe reqs for Exo Body

Chicken Plucker

#389
1.4 Updates: Google Drive Link

Mod updates:
[RH2] Faction - Militaires Sans Frontieres

- Sound fixes for Peace Walker's aiming sound
- Peace Student quest no longer sends MSF Mercenaries, instead it sends a Peace Walker
- Peace Walker (Pupa) added
- Peace Walker renamed to Peace Walker (Basilisk)
- Peace Student raid delay ticks increased slightly
- Increased the AI Persona cores needed to Gestate all Metal Gears

So now instead of a platoon of mercenaries, you are up against one Peace Walker if you accept Paz into your colony. Enjoy fighting it.





The new textures Times New Roman made is finally here folks.
Here's a better view:




Peace Walker (Pupa) is twice as fast as Basilisk, slightly increased armor, HP and it has double the peace clusters and miniguns. It's no better than ZEKE but it can do some fancy shooting. It's pretty good.

Remaining to-do before Steam release:
- Chicken Hat
- MSF Battle Dress
- (Optional) More quests
- Mod trailer


EDIT:
[RH2] Faction: Militaires Sans Frontieres
Update:


- CAR-15 re-exported to 512x512 rather than 1600x1600