RimWorld

RimWorld

Rimworld: Colonies Evolved | Halo Weapons and Armor | Depreciated: Please See Description
152 Comments
Jo_Rocker 10 May, 2024 @ 1:21am 
1.5 update mod: Rimworld: Colonies Evolved | Halo Weapons and Armor (Continued)
Works great !
UshioNoa 7 Apr, 2024 @ 12:06am 
1.5?
Adolf Escobar 28 Feb, 2024 @ 4:22pm 
I can't resarch the covenant weapons neither i can't fabricate them. I have the UNSC workbench, but no Covenant workbench. So where is the problem and how can I fix it? Can somebody help me?
Kingnikgaming 16 Feb, 2024 @ 5:02pm 
need 1.4
𝕂𝕟𝕠𝕨 3 Feb, 2024 @ 10:38pm 
no 1.4 unlucko
~_Athena_~ 9 Nov, 2023 @ 11:13pm 
1.4 update when ?
CaseyDavis1990 30 Oct, 2023 @ 8:54am 
1.4 update?
tomasolstice 15 Sep, 2023 @ 12:20pm 
i do not appear to find the file location for it
Zaljerem 8 Jun, 2023 @ 8:42am 
1.4 sound fix: In "World_Oneshots_Weapons_Halo.xml", change all instances of "AudioGrain_Folder" to "AudioGrain_Clip" and all instances of "clipFolderPath" to "clipPath".
Furry Slurry 22 Mar, 2023 @ 11:13am 
I see atleast i see an active user cares about an mod and has plans its rare for an mod author thats pre 1.4 or something like that doesn't have an plan or cares about an mod making someone else has to update it for them
JomoKiN  [author] 22 Mar, 2023 @ 9:56am 
@FurrySlurry (the sergal king) I have made some headway in a 1.4 update yes, but its still a long ways out, especially since im not playing rimworld atm, and thus not working on mods.
Furry Slurry 22 Mar, 2023 @ 1:21am 
you going to update this for 1.4?
MsRazerWolf 9 Feb, 2023 @ 10:19am 
Unofficially I recognize the mod is deprecated at the moment however with no other alternative I wanted to see if it would work with 1.4, everything seems to be in order with one glaring exception, absolutely none of the sounds work at all, every sound in the mod throws an error Cannot Play [Insert Sound Name] (subSound UnnamedSubSoundDef_: No resolved grains

I tried to solve it independently but with my limited knowledge here I didn't get very far. I just want the mod to work in 1.4 so if anyone has some insight on this issue I would appreciate it, even if it doesn't lead to an author update of the mod.
Zhenja1 1 Feb, 2023 @ 12:02pm 
man I kill for the Halo CE armor
Jetlag 31 Oct, 2022 @ 3:00pm 
Would be awesome to see some of the old Reach-style CH252 helmets again if you update this. Personally not a big fan of the H2A style that replaced them.
UshioNoa 25 Oct, 2022 @ 11:57pm 
any news for 1.4 update?
Blazerik 14 Sep, 2022 @ 7:39pm 
unfortunate.
Theres a lot of overlap and difference in visual quality of the current halo mods so its hard to find something just right
JomoKiN  [author] 14 Sep, 2022 @ 5:36am 
@Rex705 I've worked very slowly on a pack. However I only actively mod when playing Rimworld, which isn't terribly often I'm afraid. No ETA as of yet as a result.
Rex705 13 Sep, 2022 @ 4:20am 
It's sad this isn't updated anymore. You said new module packs would be in the works. Did anything ever come of that is there and eta?
RΞΛPΞRisONLINE 15 Jul, 2022 @ 4:06pm 
Lol nevermind, classic case of "I shouldve read the description first". I couldnt wait for future releases so i went ahead and made a visor version for personal use. If you want it, its yours.

https://steamuserimages-a.akamaihd.net/ugc/1924742988079460314/92765B78D85A633A6381712EB41386ABB394C7FF/
RΞΛPΞRisONLINE 15 Jul, 2022 @ 1:16pm 
@JomoKiN i also noticed the visor helmet ingame shows no visor. This is because unscHelmetMarineV_south is actually the non-visor version. Im not sure if this is because you are currently still working on the mod, or something that was overseen, so ill just report it here just in case. Quick and dirty fix is to copy unscHelmetMarineV and rename it to the above.
RΞΛPΞRisONLINE 15 Jul, 2022 @ 1:05pm 
@jomoKiN i managed to solve one of the bugs. Could you add it to the main branch?

Long story short: your Marine Caps are not selectable within the storage/apparel filters, causing the map to be littered with them when enemies die from my turrets. You can craft them, force wear them, but not store them in your stockpile because you cant find them in the filter list.

Turns out it is because you set the Crew apparel to have
<thingCategories>
<li>Apparel</li>
</thingCategories>

But the marine hat does not have this set to it, thus not being recognised as apparel you can store. The quickfix is to either add the above to the marine hat, or even better; move this entire piece of code to the parent (BaseUNSCClothing).

You can find this in the file: Clothing_UNSC.xml. If anyone is having a hard time with this, feel free to ask me on discord. I generally dont add steam friend requests. Reaperisonline#0842
JomoKiN  [author] 9 Jun, 2022 @ 11:12pm 
@RyanCR3000 Just keep your eyes peeled. ;)
RyanCR3000 9 Jun, 2022 @ 11:10pm 
It's a shame this mod is Deprecated, I wish it was still here xP
Ragnarok Ookami 3 May, 2022 @ 9:34am 
Not sure if its something specifically lore friendly, but it seems pretty strange the needle rifle only deals one damage. I know it explodes once reaching critical mass, but still seems strange a giant spike being shot at high speeds dosnt do much damage
Lekoda 17 Apr, 2022 @ 8:14pm 
Was this updated? Most weapons lost their high burst count
Jo_Rocker 9 Feb, 2022 @ 6:37am 
Best graphics for any weapons I've seen so far. The details are amazing and they look even better in game. Editing the stats of the weapons in "Character editor" and blasting up the added sounds is f*** fantastic! I can basically evaporate all mountains and pawns in seconds :steamthumbsup:
amak888 29 Dec, 2021 @ 12:03pm 
The UNSC assault rifle seems a bit OP with it's per shot damage compared to the BR and Commando
Adam Smasher™ 20 Dec, 2021 @ 5:32pm 
@JomoKiN

There are actually no gameplay difficulties, it doesn't really affect the game, based on my observation. Keep it up ! Thanks a lot !
JomoKiN  [author] 16 Dec, 2021 @ 2:28am 
@Adam Smasher Unfortunately I'm not sure what causes that issue. I've seen before on my end while testing... but it is never consistent and could never nail why it was happening. Thankfully it doesn't actually seem to be an issue in terms of the game running, but if that isn't the case for you let me know and I can take another look at it.
Adam Smasher™ 15 Dec, 2021 @ 10:01pm 
Unfortunetly I get an error Log:

Could not resolve cross-reference: No Verse.ThingDef named Mote_SparkFlash found to give to Verse.DamageDef Needler_Needle
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could not resolve cross-reference: No Verse.ThingDef named Mote_SparkFlash found to give to Verse.SubEffecterDef Verse.SubEffecterDef
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could not resolve cross-reference: No Verse.ThingDef named Mote_AirPuff found to give to Verse.SubEffecterDef Verse.SubEffecterDef
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Please don't let this excellent mod die ! :D
Adam Smasher™ 29 Nov, 2021 @ 2:59am 
I am so grateful for the LORE Accuracy here. These pawns need to taste some UNSC technology
UshioNoa 15 Nov, 2021 @ 10:52pm 
M6 Spartan laser, MLRS-1 Hydra Gyroc Launcher, ARC-920, M20 SMG, M739 SAW updated ????
Adam Smasher™ 10 Nov, 2021 @ 1:44pm 
@John Shephard N7117 it is Lore accurate :D
John Shepherd N7117 5 Nov, 2021 @ 6:23pm 
The plasma swords do not correctly display their values.
When building them they display i.e:
managed to craft a covenant blood blade masterwork
dmg 60.59
AP 254%

When I ask a pawn to equip it, it becomes the most lethal weapon in the game
Stats after equipping it:
178.87 dmg
AP 254%

any other melee weapon doesn't change its stats when equipped. It will get bonuses of course from melee stat but the plasma swords jump up to x3-4 its stated output. Literally killing anything in one hit regardless.

Figured this out after one of my pawns who had it went crazy. Under the crafting table its stated value was 60...then then realizing he is killing every pawn with a swipe or two!

Although it states weapons are not distributed across the world. I have bought, and fought enemies with some UNSC weapons. I got to uninstall this mod if the AI might have a chance to gain access to this broken weapon.
John Shepherd N7117 5 Nov, 2021 @ 6:17pm 
The plasma swords do not correctly display their values.
When building them they display i.e:
managed to craft a covenant blood blade masterwork
dmg 60.59
AP 254%

When I ask a pawn to equip it, it becomes the most lethal weapon in the game
Stats after equipping it:
178.87 dmg
AP 254%

any other melee weapon doesn't change its stats when equipped. It will get bonuses of course from melee stat but the plasma swords jump up to x3-4 its stated output. Literally killing anything in one hit regardless.
John Shepherd N7117 4 Nov, 2021 @ 10:07am 
Thank you for your mod. I would suggest, as some mods do is to not add more workbenches. But simply link it to the benches already in vanilla.
Mr. J Soda 6 Oct, 2021 @ 4:23pm 
Does anyone know if this mod will work with the offical JecsTools when this mod gets updated to 1.3?
Azerbaijan_Technology 8 Sep, 2021 @ 2:41am 
Hope 1.3 is coming eventually:steamsad:
Dreadflyer 2 Sep, 2021 @ 7:47pm 
@_RACK_ There is an elite mod by Remi and a jackal mod by King Kongrio, both of which I like using in my own colonies. No brute mod as far as I can see, unfortunately.
Links:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1938536268
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2396993430
KiiNG_CK 28 Aug, 2021 @ 11:01am 
Cool mod, everything is so detailed from weapons to armor. cant wait for 1.3. PS anyone know where to find a good Covenant race mod, like elites and brutes? cant find any only weapons. thanks
Kasgigz 24 Aug, 2021 @ 2:16pm 
@OOClay I would love to use ODST armor with save our ship, just need to tweak the temperature protection so you can resist -100°C at least and add the EVA tag on helmet and armor
OOClay 14 Aug, 2021 @ 12:49am 
looking forward to 1.3 just a couple of questions, first possibly innies armor and faction? hostile or neutral? and second is there a patch or something so the odst armor work with save our ship 2?
Crustularius 30 Jul, 2021 @ 4:44pm 
Great mod! Hope the 1.3 update coming soon
Azerbaijan_Technology 27 Jul, 2021 @ 4:49am 
It's not terribly obvious, it is only really grows obvious if you zoom out, weapons like Carbine and Smg definitely have white edges in the pawn gear tab and Pawn gizmo.
I'll take a screenshot when i get the opportunity
JomoKiN  [author] 23 Jul, 2021 @ 11:08am 
@Battlefleet Covfefe Can you share a screenshot of what you're talking about? The textures look perfectly fine for me in game, so that may be an issue on your end.
Azerbaijan_Technology 23 Jul, 2021 @ 4:58am 
Would you consider taking a-look at some of the weapon textures? Alot of them have whitelines around the edges which looks rather bad, perhaps a black outlines should be added to them.
JomoKiN  [author] 23 Jul, 2021 @ 12:17am 
@Battlefleet Covfefe All it really takes is 1.3 breaking my mod. But for real, things like Spartan Armor are something I would like to do. Though I have no plans or intentions of doing them at the moment.
combat1017 16 Jul, 2021 @ 5:02pm 
gotta go take care of them innies, brb