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Poll

POLL CENTRAL - 4 polls currently active, 3 closed

dd.mm.yyyy  [results] link to the poll

(30.12.2015) [results] Should weapons_guns.xml be split up into separate files for easy removal of weapons? (closed)
(05.01.2016) [results] Which of these considered weapon suggestions would you like me to prioritize? (closed)
(05.01.2016) [results] Which of these denied weapon suggestions would you want to see implemented after all? (closed)
(30.12.2015) [results] Which location do you prefer for polls?
(18.04.2016) [results] Which of these considered weapon suggestions would you like me to prioritize?
(18.04.2016) [results] Which of these denied weapon suggestions would you want to see implemented after all?
(30.04.2016) [results] !NEW! Which weapon types would you like to see added to Rimfire?

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Author Topic: [1.2-A8e] Rimfire - vanilla style gun mod (v2.6 / 12.01.2021)  (Read 432348 times)

Canute

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #405 on: November 27, 2018, 03:45:35 AM »

I didn't use this mod so far, but i got a similar behavior with Lord of the Rims, while pawn's could wear many shields before their weapons.
Does Rimfire got some 2. hand weapons ? Then it is SimpleSidearms which can't handle this.

temple_wing

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #406 on: January 17, 2019, 08:29:37 AM »

Would add support to combat extended?
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Alistaire

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #407 on: January 17, 2019, 04:04:24 PM »

Would add support to combat extended?

Combat Extended already patches Rimfire.
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temple_wing

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #408 on: January 18, 2019, 12:20:26 AM »

I'm using latest Development version of combat extended. I got many "unknown force miss rate ... for Gustav" like errors. Maybe something wrong in version management.
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temple_wing

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #409 on: January 19, 2019, 01:47:56 AM »

Deleted local folder, error disappeared.
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temple_wing

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #410 on: January 19, 2019, 07:53:54 AM »

Error reappeared after local folder recreated.
Code: [Select]

Config error in RF_Gun_MilkorMGL: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


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Azzarrel

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #411 on: January 19, 2019, 05:18:37 PM »

Any chance there will be a HKM416 sometimes? I love M4 models, but there are only few mods, which expand past the basic assault rifle ingame.
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temple_wing

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #412 on: January 22, 2019, 03:14:52 AM »

CE gun has added 2 guns
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rizay

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #413 on: January 31, 2019, 03:16:55 PM »

Please make it CE compatible ce dev said he is pretty busy and i love both mods
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f0xhunt

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #414 on: January 31, 2019, 04:27:07 PM »

Please make it CE compatible ce dev said he is pretty busy and i love both mods

They already added a patch for Rimfire.

https://github.com/NoImageAvailable/CombatExtended/tree/master/Patches/Rimfire/ThingDefs_Misc
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Griffith

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #415 on: February 01, 2019, 04:07:58 AM »

Please make it CE compatible ce dev said he is pretty busy and i love both mods

They already added a patch for Rimfire.

https://github.com/NoImageAvailable/CombatExtended/tree/master/Patches/Rimfire/ThingDefs_Misc

Im using the latest Rimfire (which should include this id assume) and get the error for 7 or so guns aswell at the moment. How can I fix this?
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temple_wing

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #416 on: February 17, 2019, 03:24:12 AM »

May I ask for Russia 82mm 2B9 vasilek mortar and 60mm infantry mortar
« Last Edit: February 17, 2019, 03:47:16 AM by temple_wing »
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Gravemoor

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #417 on: March 18, 2019, 03:31:15 PM »

Howdy, I'm having some issues. The ammo types added with Rimfire doesn't appear to be craftable anywhere, I've checked both the loading bench and the machining table.
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account13123

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #418 on: June 08, 2019, 02:23:20 PM »

Is the M134 supposed to be available with only gunsmithing, or is something going wrong? It's supposed to be locked behind multi-barrel weapons, no?
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Schwartz

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Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
« Reply #419 on: August 10, 2019, 07:23:37 PM »

First of all thanks for this mod.

I noticed that the Armalite AR50 and a bunch of other anti-materiel rifles have no "Armor penetration %" listed in their tooltip, yet in the xml there appears to be a value present. Is it working as intended?
« Last Edit: October 24, 2019, 08:29:30 AM by Schwartz »
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