RimWorld

RimWorld

47 ratings
Syila fixes RimEffect - Weapons and Armor
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
9.442 MB
24 May, 2020 @ 6:02am
14 Jul @ 12:59pm
7 Change Notes ( view )

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Syila fixes RimEffect - Weapons and Armor

In 1 collection by Syila
Syila's mods
4 items
Description
This is a legacy mod for a light weight Mass Effect sprinkle in your game. If you want the new shiny overhaul mod, head on over to: Rim-Effect Renegade here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473370247

Updated to 1.6
Just tested, no changes to the mod

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UPDATED TO 1.4 and 1.5
Had to change the soundDef as previous syntax was no longer working.

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UPDATED TO 1.3

Some minor sound tweaking (weapons were TOO LOUD). Assari armour now drawn a little bit bigger while on the ground.

Lightweight Mass Effect mod for your vanilla Rimworld experience without requisites.

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Updated to 1.2!

New in 1.2 is I tried to balance the material cost to make the weapons craftable when otherwise playing a vanilla version of the game without massive platateel manufacturing. Also, all the weapons are now craftable, it used to be that some of them were and the rest could only be obtained from traders.

If you're having problems with the machining "bills" button disappearing after updating this mod, simply delete and build a new machining table.

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Disclaimer:

This mod is originaly by Helixien and patched by JJskywalker for quite some time. JJ sadly announced he won't be able to keep updating it so I'm taking over.

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Here is where you can find the Original (currently out-of-date mod) https://ludeon.com/forums/index.php?topic=29115.0


ORIGINAL DESCRIPTION BY AUTHORS
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Along with the Asari, humanity also began to create weapons and armors only seen in games before. Over time, they became widespreed and the origin of them has become unkown. These days, they are just normal weapons and armors for everyone. So get out there and use them!

Features:
- New armor: The Asari Commando armor. Takes nearly as much hits as an power amor!
- 12 new weapons!
- All weapons with unique textures and sounds!

List of Weapons:
- M-3 Predator
- M-4 Shuriken
- M-5 Phalanx
- N7 Hurricane
- M-8 Avenger
- M-76 Revenant
- M-96 Mattock
- M-300 Claymore
- M-23 Katana
- M-92 Mantis
- M-98 Widow
- M-98 Black Widow

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Credits:
Helixien (Original author)
Carnov (Textures)
Latta (Textures)
JJskywalker (updating to 1.0)
Syila (updating to 1.1)
17 Comments
Syila  [author] 15 Jul @ 5:20am 
Also check out my Cerberus mod for more Mass Effect stuff: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1993412516
Syila  [author] 15 Jul @ 5:20am 
Mod works and is updated to current patches. This is the light weight way to get Mass Effect stuff in to rimworld without overhauling the whole game c:
Vakaria 29 Nov, 2022 @ 11:31pm 
Please update for version 1.4. Thank you!
Bard 1 Nov, 2021 @ 5:29pm 
Does this mod still work? Just want some Mass Effect weapons without needing to add all the other stuff the new Rim Effect mod adds in. I liked how to original mods had a principle of "this does not attempt to convert Rimworld into Mass Effect" but the new mods feel like they abandoned that with how much it warps the game
Syila  [author] 19 Jul, 2021 @ 9:43am 
@DinDin I will try to look into this when testing the 1.3 update, but as of now I have not noticed anything being off about the sounds. Maybe it is way louder with headphones.
DinDin 2 Nov, 2020 @ 10:26am 
Hey, I absolutely adore all these Mass Effect Add-Ons. They make that universe live just that little bit longer while it can't in actual ME games right now.
However, I noticed that with these weapons and the Cerberus ones as well probably (have yet to further test) the sounds are super loud compared to the actual in-game sounds. Like, I already have the total volume pretty low, but the shots still snap out really loudly. Is there a way to set the volume for the shots manually?
Syila  [author] 28 Aug, 2020 @ 7:21am 
@brucethemoose I couldn't reproduce that error but I changed the def name to TechApparelBase, I hope it solve the problem.
brucethemoose 27 Aug, 2020 @ 7:19pm 
Hey, allyourbase says this mod overwrites ApparelBase.

Any chance it could be patched instead overwritten?
Syila  [author] 20 Jul, 2020 @ 10:40am 
@Mangalores-x_x: This is 90% a compatibility fix, if I made this from scratch i would look more into the tech requirements, but I decided to leave it as is when it comes to that. :)

@Bodyless: I do have some helmet ideas in mind yeah, and adding EVA compatibility shouldn't be too much effort, but it'll probably be a part of my cerberus mod when I get around to making it.

@Vakaria: Hehe I feel you, this is one of my favs as well :D
Mangalores-x_x 19 Jul, 2020 @ 3:14pm 
Probably not the scope of the mod fix, but it would be interesting to check the weapon production costs and necessary tech in comparison to other spacer tech mods, like Contractors or similar. Not quite sure, some of the weapons seem to be flavor replacements of oher guns (e.g. Avenger does not seem much better than assault rifle), but others like the black widow seem very strong with enormous range.

Main thing is I can build those weapons before even sniper rifles.

Understand if you just wanted to do the mod fix.