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Laporkan kesalahan penerjemahan
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
Because that's not letting me use the gun with the shields.
</verbs>
-<weaponTags>
<li>ArachneWeapon</li>
<li>Shield_Sidearm</li>
</weaponTags>
-<tools>
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.
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
Love the mod use it alot my close quarter people can't live without them ^^ :)
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.
@Lime @Captain Probably the same issue with Combat Effects as the above.
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?