RimWorld

RimWorld

Combat Extended: Shields
126 Comments
Ġedryht of Wōden 25 Mar @ 2:21pm 
It's a shame this isn't updated yet.
lorsieab2 3 Dec, 2024 @ 7:19pm 
@N7Huntsman Hi! Will this be updated to 1.5?
UnoTheCard 4 Jul, 2024 @ 4:03pm 
ce 1.5 is here so where are you :steamsad:
Foedreyn 14 May, 2024 @ 3:59pm 
Any chance we get a 1.5 update for this beauty?
Разгруз под туз 27 Apr, 2024 @ 11:21am 
1.5 update when?
QuadGodGamez 25 Oct, 2023 @ 3:01pm 
I think this mod is broken, in 1.4 it basically registers every weapon as a 2-handed weapon, even after modifying it in the mod menu options
Wild colonial boy 20 Nov, 2022 @ 1:05am 
Is it working with 1.4?
Ol' King Cole 10 Aug, 2022 @ 7:24am 
Is there a way to make certain melee weapons usable with a shield? For example, the Powered Shortsword from CE: Melee seems like it should be usable with a shield, but isn't. What would I need to add to it's xml file to make them usable?
FevoerC 19 Jun, 2022 @ 5:54pm 
Always pops Debug Log, so I had to disable it. Looks like it is not compatible with some of my mods. :steamfacepalm:
selest19 15 Jun, 2022 @ 10:17am 
why whould it be?
Hilaro 18 Apr, 2022 @ 9:53am 
When using this mod with CE and CE melee this mod seem's to lock the research screen is this intentional
TheShantyMan 13 Apr, 2022 @ 3:47am 
Hi I've been using this with the Medieval Overhaul mod and enemy pawns keep spawning in with a shield from this mod and a crossbow or warbow (or some two handed ranged weapon). because they can't use the weapon since it's two handed they end up being useless. Is there ay way of fixing this?
Spack Jarrow 18 Dec, 2021 @ 5:12pm 
@Alastor The Github code shows that most shield cover everything including head. Might be related to the fact that the layer is "shield" layer. Tho who knows really.
Kuji Nekomata 23 Nov, 2021 @ 6:22pm 
Wicker shield cannot be left as "unfinished", I dont think thats intended. More than once I have to start crafting it all over again since something interrupted the crafter.
Tetrako 6 Sep, 2021 @ 7:28am 
Hope we get the non-CE update soon.
ODevil 4 Sep, 2021 @ 5:10am 
Crafting these is also kinda annoying since they aren't turned into an unfinished state. So if the pawn gets interrupted during the work for whatever reason all the time spent working is lost and no skill xp is gained.
Earl of Wessex 27 Aug, 2021 @ 10:53am 
So excited for the non-CE version to get updated! This mod is awesome!
Richard Mc Nutbuster 27 Aug, 2021 @ 6:09am 
so, how do i know what shields cover? it always just says left shoulder, but for instance the assault shield says it has less coverage, but it shows nothing?
MadMarbleHead 22 Aug, 2021 @ 5:08am 
Any chance that you'll add a toggle for each shield? I use other mods that add shields and cause overlap.
Teamson 8 Aug, 2021 @ 4:38pm 
@Saximax Its in the description... Still not updated tho. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1588616696
Sari Maxwell 4 Aug, 2021 @ 2:01pm 
so... mind updating the non-CE version of this?
Target_practice 3 Aug, 2021 @ 4:58am 
been using this for a bit and been enjoying it, thank you

just moved to the large ballistic shields when the storyteller decided to hand my raiders more guns... and I've started to question how this works? does not seem to give a ranged block chance from the stats... seem to be eating a lot of bullets that the massive plasteel barndoor does not seem to help against?

can i ask how they are meant to work? i might just be unlucky, just not seeing any blocks or signs that they are taking the hits instead of my pawns faces

thank you
Luke 31 Jul, 2021 @ 8:37pm 
Would it be something like this?
Because that's not letting me use the gun with the shields.

</verbs>
-<weaponTags>
<li>ArachneWeapon</li>
<li>Shield_Sidearm</li>
</weaponTags>
-<tools>
Luke 30 Jul, 2021 @ 5:27pm 
So where do I go to add the shield_sidearm modifier to a modded weapon?
The Arachne race has P90s and I feel like they'd work great with these shields and that you'd be able to use both at once.
Alexander Lem 30 Jul, 2021 @ 11:38am 
@ToxicTouch
Your issue sounds like a "bug?" I encountered with Simple Sidearms.

Simple Sidearms "binds" equipment to pawns, so that they go back for their rifle and whatnot after they are downed in combat. This has no issue with weapons, as pawns do not swap them on their own, however, it was an issue with SE loadouts. I.E. when you change the loadout, the pawn tries to drop a weapon - or grenade in my case - and SS forces the pawn to pick it back up, resulting in an infinite loop.

By your description it seems that SE forces the pawn to pick "the best" shield, and SS forces it to pick the shield she is "bound" to in a similar loop. You may want to check it out if you use SimpleSidearms as well.

In my case, the issue occured only when you forced the pawn to equip something by right-clicking it, and did not occur if the weapon was picked up via SE loadout. You should be able to resolve the issue by removing "forced" state from the shield your pawn is currently using
AmekiKyou 29 Jul, 2021 @ 6:42am 
What kind of shield is compatible with a rifle?
ToxicTouch 27 Jul, 2021 @ 11:51am 
So I tried to use this in 1.2 and when any kind of shield was in my storage and someone who already had one of the same kind equipped they would go to the storage if the one there was equal or better, cool, but they would just stand there rapidly swapping the shield back n forth untill his whole day was wasted, eat sleep then go back to it. I had 5 shield in my storage and 5 guys standing over said shield refusing to stop it even when forcing them to use just one of them. Was this fixed. I was able to make this happen even with just this one mod installed
revanite44 22 Jul, 2021 @ 12:25pm 
If anyone is having the issue were the game tells you this mod isn't updated to 1.3, just unsubscribe and resubscribe, and the problem is fixed.
Stormtrooper 22 Jul, 2021 @ 10:30am 
does it work in 1.3?
Arswind 26 Apr, 2021 @ 4:29am 
update please
Vektor T 17 Feb, 2021 @ 6:40pm 
Will you be updating this CE mod with the lasted updates of the non-CE mod?
RoronoaDroagon 15 Dec, 2020 @ 9:51am 
@N7Huntsman Could you make it so one can make the shields with other types of metals rather than just steel and plasteel?
Love the mod use it alot my close quarter people can't live without them ^^ :)
aslhdyt 29 Oct, 2020 @ 9:47am 
is there a way to auto drop shield when equip 2-hand weapon while outfits allow shield and weapon loadout set to nothing?
Ghost 24 Oct, 2020 @ 6:41am 
@N7Huntsman Hello there and first of all thanks for your great mods.
I have a rather a question than an issue: I am using CE, this mod and Rimsenal Federation Faction Pack.
So the main problem is, that those guys(Federation Faction members) spawn in raids with shield, however they weald two handed range weapons. The result is rather stupid, as you can imagine (they cant shoo't only meele which is not how its supposed to be).

So I really dont want to remove this mod however I have no idea what I can do, I looked up all the mod-settings but there is no option to preven this issue. Do you have any idea what I could do to solve this, maybe a hint some kind of? Thanks for your great work again, if there is no practical solution please respond so that I know that I have to change my mod-selection.
Ps: I dont know how much work it would make to implement a filter for this mod where you can refuse to give specific raider factions shields, this is just an idea.
Ditsydoo 1 Oct, 2020 @ 5:55am 
Quick question about the shield stowing. I currently have one guy with this the riot shield and a shotgun/melee. How does the auto stowage work or can it be forced?
N7Huntsman  [author] 13 Sep, 2020 @ 10:41pm 
@MadMaximus Mod is fine. You're probably using Combat Effects, which has a tendency to completely break Combat Extended's armor penetration.

@Lime @Captain Probably the same issue with Combat Effects as the above.
Mad_Maximus 13 Sep, 2020 @ 3:29pm 
I think you need to explain this mod is NOT balanced and essentially just gives a massive dodge modifier to projectiles. there is no actual penetration factor like in CE.
| CaptainIceland | 2 Sep, 2020 @ 4:40am 
Idk if its because of my mods or something but a wooden wickers shield can fucking deflect rifle rounds, i got raided by tribes men and they killed everyone, how can a 0.5mm of wood deflect every round???????
Lord Dudelsack 16 Jun, 2020 @ 1:36pm 
anyone can help me making this wieldable with CE melee weapons? ive added the onehanded stat to the melee weapons xml but it didn made it work together :/
Toto Wolff Gaming 7 Jun, 2020 @ 7:17am 
@N7Huntsman any ideas?
Toto Wolff Gaming 20 May, 2020 @ 7:16am 
I have a problem that I'm not able to penetrate even a wickers shield in any way shape or form. Like it has a couple of mms of protection but an EMRG with 140mm pen just won't go through. Any ideas how this might have happened?
EdisonTrent 14 Apr, 2020 @ 7:51am 
@troopersmith1 All good.
troopersmith1 25 Mar, 2020 @ 10:16pm 
So this is good for when CE gets its 1.1 update?
N7Huntsman  [author] 23 Mar, 2020 @ 8:05am 
@Kyrox Uh, yeah, don't use this alongside Combat Shields--they're not compatible.
Kyrox 22 Mar, 2020 @ 2:35pm 
Getting this error with Combat Shields:
Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at CombatShields.Harmonypatches.PawnHasShieldInInventory (Verse.Pawn pawn) [0x00021] in <23030b47298e42978745ac78b99c12e2>:0

Which is also causing a driver error:
JobDriver threw exception in preInitActions[0] for pawn Kyrox driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_266963) A=Thing_Frame_LWM_Food_Basket103133)
System.NullReferenceException: Object reference not set to an instance of an object
at CombatShields.Harmonypatches.PawnHasShieldInInventory (Verse.Pawn pawn) [0x00021] in <23030b47298e42978745ac78b99c12e2>:0

Not sure if your mod is the culprit, however removing Combat Shields has fixed these errors. Any idea on what's going on?
Rysramith 28 Feb, 2020 @ 10:34am 
Not sure why, but the shield values are really wonky. I'm getting ~.25 SharpDef and ~.15 BluntDef on the kite shields, no matter what the material. Also some values are way higher than reality, like the scutum being almost 10x worse for personal defense than a melee shield. I already fixed everything myself by editing the XML files, so no worries, but just wanted to know what was going on.
Azerbaijan_Technology 4 Feb, 2020 @ 1:55am 
What's up with combat extended equipment being so simple to craft? Even the most advanced equipment cost like 60 steel or 40 plasteel, is this a legacy from the earlier alpha and beta days?
seaurchinhead 12 Jan, 2020 @ 7:36am 
Sorry for the triple commenting, but I had a different question; was there any reason that some shields are not included; like Aspis, Norse Shield, Pavis? I was checking the mod files and found the textures, but I couldn't make them in the game and also didn't find anything from the XML files...
seaurchinhead 12 Jan, 2020 @ 7:31am 
After some trials and errors, I actually managed to make modded weapons to be usable with shields....It feels really amazing to arm my guys with large shields and good modded melee weapons....Thank you for the mod again!
seaurchinhead 12 Jan, 2020 @ 1:25am 
@N7Huntsman I actually tried it myself, trying to make some weapons from Simply More Melee usable with shields, but I probably did something wrong as it doesn't work... I'm not sure if it's okay to use this comment section to ask you about XML editing...