RimWorld

RimWorld

dianne's defaults - Weapons [B18]
50 Comments
KaT 9 Nov, 2018 @ 4:56am 
Oh thanks!!
KaT 8 Nov, 2018 @ 6:13pm 
Just stumbled on this mod. It looks great. Any chance for a 1.0 update?
Funkky moneky 12 Jul, 2018 @ 2:35pm 
Ooh, this might fix the OCD issue Ive had with the borderlands-esk artstyle of the base game not matching RT's mod
Crazylegs299 5 Jun, 2018 @ 11:04am 
can you do an organ retexture to, I hate seeing all my spare organs and prosthetics being represented with a white box with a coloured strip, this has to be changed! and I think you can do it judging by this mod's quality.
ioci 15 Apr, 2018 @ 12:51am 
Love the tribal weapon texture you made! The club finnally don't get a chicken leg look. And the bows! They all looks decent now! Love these reskin!! Well done!
diannetea  [author] 9 Apr, 2018 @ 2:52pm 
You're fine lol :3
Wolffe 9 Apr, 2018 @ 2:20pm 
Sorry for putting so many comments btw im new with the whole community thing my bad just thought id let you know
Wolffe 9 Apr, 2018 @ 2:14pm 
Im Stupid and had never activated both mods together, but thank you! 10/10 Customer Service :D
:steamhappy:
Wolffe 9 Apr, 2018 @ 2:12pm 
Sorry im Retarded im had the mod but never activted it so my bad thanks for the help though 10/10 Customer Service, Thank You :D :steamhappy:
diannetea  [author] 8 Apr, 2018 @ 3:49pm 
It's most likely caused by not having JecsTools installed, try installing that and place it above my mod :3
Wolffe 8 Apr, 2018 @ 2:32pm 
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Wolffe 8 Apr, 2018 @ 2:32pm 
Disregard Last Im Stupid Here
Could not find type named CompOversizedWeapon.CompProperties_OversizedWeapon from node <li Class="CompOversizedWeapon.CompProperties_OversizedWeapon" />
Verse.Log:Error(String)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Wolffe 8 Apr, 2018 @ 2:31pm 
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)


Wolffe 8 Apr, 2018 @ 2:29pm 
That is with only having the Core and mod active so yeah thank you ahead of time if you do fix this
Thank You!
Wolffe 8 Apr, 2018 @ 2:28pm 
no i do not and here is the code
Could not find type named CompOversizedWeapon.CompProperties_OversizedWeapon from node <li Class="CompOversizedWeapon.CompProperties_OversizedWeapon" />
Verse.Log:Error(String)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
diannetea  [author] 8 Apr, 2018 @ 7:18am 
@GunMaster22 Copy and paste the exact error please. Where is JecsTools in your load order? Do you have any other weapon/combat mods installed?
Wolffe 7 Apr, 2018 @ 7:48pm 
It Gives me Error with Oversided guns or something like that Please Fix
Yes, I'm out of ammo 7 Apr, 2018 @ 8:01am 
Killface, huh? YE IMMA KILL SOME FACES WITH THOSE FACES ON
diannetea  [author] 7 Apr, 2018 @ 7:56am 
@Wolfieh I did some more complex patch operations with multiple graphics compatibility for CE and was able to retain vanilla throwables graphics working as well. So now you can choose CE or my graphics.

@[NGC]티엔티 that beard is from Killface's Facial Stuff.
Dagoth Brain Made Of Tired 7 Apr, 2018 @ 6:19am 
Can never get enough guns Reskins yus
Dewa 6 Apr, 2018 @ 9:56pm 
yep, loading this before CE fixes it

cheers :3
Yes, I'm out of ammo 6 Apr, 2018 @ 6:23pm 
Man forget the weapons, give me that bitching beard!
Ukarai 6 Apr, 2018 @ 4:12pm 
Lovely <3
diannetea  [author] 6 Apr, 2018 @ 3:05pm 
Might crack a few teeth, haven't tried. ;)
Hjack9090 6 Apr, 2018 @ 3:02pm 
is this mod edible?
diannetea  [author] 6 Apr, 2018 @ 11:22am 
Yeah it won't affect saves.
Prince Of Wishes 6 Apr, 2018 @ 11:01am 
hey umm is it compatable with my currents saves
Dewa 6 Apr, 2018 @ 10:14am 
Ah, alright

I'll test it out when i can
diannetea  [author] 6 Apr, 2018 @ 10:07am 
Okay, due to how I had to fix it, they'll only ever show up as a single item. If you want them to use the multiple textures from CE you'll have to load my mod first.
diannetea  [author] 6 Apr, 2018 @ 9:40am 
Oh crap, it breaks it for everyone else, I gotta fix that too :O
diannetea  [author] 6 Apr, 2018 @ 8:34am 
Okay, there are some textures in place that should fix them. Let me know if they're not working properly as I didn't test.
Dewa 6 Apr, 2018 @ 7:29am 
Ah

It's probably combat extended that's doing that then
diannetea  [author] 6 Apr, 2018 @ 7:16am 
So it appears that they do not actually stack in base game, and it's another mod adding the stacking, but I'll make a few textures for them for stacks too :3
diannetea  [author] 6 Apr, 2018 @ 3:41am 
Oh, I bet you're right, I'll fix in a few hours.
Dewa 6 Apr, 2018 @ 2:08am 
I think it's from your mod not having a texture for that amount of throwables

I'll see what's wrong in my end see if I can fix and then report back here
diannetea  [author] 6 Apr, 2018 @ 2:07am 
Wolfieh I'm not having that happen, make sure this is last in the load order, and that if you're using JecsTools that it's near the top (after Core and HugsLib I believe).
Dewa 5 Apr, 2018 @ 8:44pm 
also, frag grenades and molotovs show up as that "error" texture btw

dunno if it's from my end

https://imgur.com/a/m0mqX
Dewa 5 Apr, 2018 @ 8:32pm 
alrite, cheers :3
diannetea  [author] 5 Apr, 2018 @ 8:29pm 
I use patches to change just the textures, so yes it should be fully compatible :)
Dewa 5 Apr, 2018 @ 8:25pm 
i know you mentioned it already but,

this is compatible with CE (combat extended) right? if i load the order correctly
diannetea  [author] 5 Apr, 2018 @ 1:24pm 
Well, that's why you have to load JecsTools before mine, so it will use the .dll, maybe they were reversed in your order :3
ANIKI 5 Apr, 2018 @ 1:52am 
It seems to be due to the mod not using Comp.Oversizedweapon.dll, but then again neither does yours Oo
I'm really not sure what causes to change what, but I managed to patchwork it by adding said dll to the patch folder. Thanks for your help
diannetea  [author] 4 Apr, 2018 @ 2:57pm 
You'll probably have to bring that to the attention of the Medieval Times author, from what I can see you've done it properly.
ANIKI 4 Apr, 2018 @ 12:53pm 
Hey dianne. I added this line of code in the patch.xml file for medieval times for testing:

<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDefs_Misc[@Name = "MedTimes_Weapons_Melee"]/comps</xpath>
<value><li Class="CompOversizedWeapon.CompProperties_OversizedWeapon"/></value>
</Operation>

<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName="MedTimes_Melee_Claymore"]/graphicData/texPath</xpath>
<value>
<texPath>Things/Item/Equipment/WeaponMelee/MedTimes_Claymore</texPath>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="MedTimes_Melee_Claymore"]/graphicData</xpath>
<value>
<drawSize>5.6</drawSize>
</value>
</Operation>

The inventory icon of the weapon is scaling as it should, but it remains the same size when it's on the ground or in the pawn's hands.
The Rabid Otter 3 Apr, 2018 @ 4:29pm 
@diannetea tyvm
diannetea  [author] 3 Apr, 2018 @ 7:26am 
Yeah, it's the very first thing I do in my Weapons.xml patch file, if you're adding it to a new weapon just add the <li Class="CompOversizedWeapon.CompProperties_OversizedWeapon"/> to your def.
ANIKI 3 Apr, 2018 @ 5:09am 
Do you mind teaching me how to resize weapons like your bazooka with jectools? I've been looking for a while for something like that for weapons and projectiles alike
diannetea  [author] 2 Apr, 2018 @ 4:24pm 
Just the textures, you can use it with any other stat changing mods
The Rabid Otter 2 Apr, 2018 @ 2:36pm 
So do the stats change, or just the textures?