Space Engineers

Space Engineers

[Mexpex] MWI - Weapon Collection 2 [WeaponCore] (8)
190 Comments
Witch ~ 8 May @ 2:47am 
Bro did you see the last time it was updated lol?
󠀡󠀡 8 May @ 2:33am 
mod breaks my save now it will not load
Green_Lightning 20 Mar @ 3:53pm 
I'm sad this is dead, these were the best lance batteries for 40k ships.
DMMWolf 20 Nov, 2024 @ 3:41pm 
@Mex saw you are modding again... do you think you will revisit this?
Witch ~ 15 Nov, 2024 @ 2:08am 
its so joever guys
Freakzz 9 Nov, 2024 @ 12:17pm 
are you gonna fix this?
Witch ~ 5 May, 2024 @ 3:34am 
Yeah its over
Certain Lack of Sanity 4 May, 2024 @ 11:20pm 
MOD_ERROR: [Mexpex] MWI - Weapon Collection 2 [WeaponCore] (8)
2024-05-04 16:15:15.940 - Thread: 1 -> in file: E:\Steam\steamapps\workshop\content\244850\2082309225\Data\MWI\Survival\MWI_AmmoMagazines.sbc
2024-05-04 16:15:15.940 - Thread: 1 -> Resource not found, setting to null. Resource path: E:\Steam\steamapps\workshop\content\244850\2082309225\Textures\universalenergycharge.dds
SnowBubble 23 Apr, 2024 @ 7:24pm 
Just so anyone posting here later knows, this mod needs the new WC mod linked rather than the old one. Most WC weapon mods won't work if they were not updated in Feb 2023 for the new reference.
Awesome mods man!
Rovex 29 Jul, 2023 @ 5:54am 
Some mod error as mentioned by others. Seems about half my subscribed mods have this error.
NITZ 4 Jun, 2023 @ 4:11pm 
Non weapons core version?
kill.me.SHADOW RELAX.kill.me 2 Jun, 2023 @ 7:29am 
Exception occurred: System.InvalidOperationException: Invalid property
at Sandbox.ModAPI.Interfaces.TerminalPropertyExtensions.Cast[TValue](ITerminalProperty property)
at Sandbox.ModAPI.Interfaces.TerminalPropertyExtensions.SetValue[T](IMyTerminalBlock block, String propertyId, T value)
at MWI2_CustomEnergyWeapons.Config.MWI2_WeaponLogic.UpdateBeforeSimulation()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateBeforeSimulation(Boolean entityUpdate)
at Sandbox.Game.Entities.MyCompositeGameLogicComponent.VRage.Game.Entity.EntityCompone
Abisius Xarvenius Carbensius 6 Mar, 2023 @ 12:37pm 
so just a null reference error, these can usually be ignored if the mod works fine besides them.
if the mod doesnt work fine with them its time to go hunting for the cause of it.
Jotaro 6 Mar, 2023 @ 12:35pm 
Only this other 3 Mexpec WC mods clean no error
Jotaro 6 Mar, 2023 @ 12:35pm 
Same as SunGod
Abisius Xarvenius Carbensius 6 Mar, 2023 @ 9:02am 
@Jotaro
which error?
Jotaro 6 Mar, 2023 @ 8:01am 
It shows error
Witch ~ 18 Feb, 2023 @ 9:20am 
Beside the error the mod seems to work fine oddly enough
SunGod 18 Feb, 2023 @ 9:12am 
Throws error on world load.

MOD_ERROR: [Mexpex] MWI - Weapon Collection 2 [WeaponCore] (8), in file: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\2082309225\Data\MWI\Survival\MWI_AmmoMagazines.sbc
Resource not found, setting to null. Resource path: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\2082309225\Textures\universalenergycharge.dds
Abisius Xarvenius Carbensius 4 Feb, 2023 @ 3:45pm 
@Witch ~
did you already check for file corruption?
for the gamefilecheck just use steams file integrety check.
for the modfiles some manual work is needed:
- clean out all modrelated files of the affected mod form the workshop folder of the steam library in which you did install se
- clean out all modrelated files of the affected mods from the main storage folder (findeable under %appdata%\spaceengineers ) and the world specific storage folder (findeable udner %appdata%\spaceengineers\saves\yoursteamid64\yourworldname )
- download the modfiles again without any type of interruption (pause, stop, loss of connection, daily connection reset of your router/provider, . . .), or you need to start over, and with a speed between 1mb/s and 100mb/s
Witch ~ 4 Feb, 2023 @ 2:27pm 
Getting MOD_ERROR about missing files
\VMLS_TransparentMaterials.sbc as example.

Weaponcore is above this one. Anyone has an idea?
Helreið 13 Jan, 2023 @ 6:23am 
CubeBlocks_XB1_PointDefense.sbc
Line 99
<Icon>Textures\Icons\XB1PointDefens.dds</Icon> <---- Missing the 'e' in Defense, resulting in an error when trying to find this image. :)
Killerjoe-Cowboy 21 Nov, 2022 @ 2:57pm 
Since October 2022 updates All Turrets will not function with this mode
onewhofound 3 Sep, 2022 @ 1:37pm 
@Cliffood The EX point defense laser is well balanced as it is methinks, it is DRAMATICALLY better at intercepting missiles than any ballistic turret and (obviously) doesn't use ammo.
Imperialer Offizer 88B 18 Aug, 2022 @ 10:39am 
ok the control cameras really need to be rework. when i control the weapons, i look directly at the barrel. i can't see anything in the middle of the target cross
Abisius Xarvenius Carbensius 10 Aug, 2022 @ 11:24am 
@MedvePapus
why do you think that?
MedvePapus 10 Aug, 2022 @ 11:08am 
Another broken, abandoned mod...
Abisius Xarvenius Carbensius 5 Aug, 2022 @ 1:52pm 
@DrBossWatson
probably because the missiles wherent wc based.
wc based wepaons cant intercept nonwc based weapons and vice versa.
DrBossWatson 5 Aug, 2022 @ 1:40pm 
How do you get the point defense to fire? I had a ship firing missiles at mine and they didn't fire. Luckily my shields were up.
Ken Stormwolf 20 Jul, 2022 @ 11:31am 
Point defense weapons are GREAT. Just horrible at anti Fighter/small craft XD
Cliffood 2 Jun, 2022 @ 6:45am 
@Abisus, it has 15 small reactors and 43 small batteries, unfortunately its quite a sleek and compact design and as such can't really use large's but surely that many reactors should be enough to power 2 small guns. even if I land and power down everything except the guns, I am still hitting 94% power usage every time the guns start reloading.
Abisius Xarvenius Carbensius 31 May, 2022 @ 3:34pm 
@Cliffood
would be interresting to know how the setup of the fighter is overall, so for example a list or screenshot of what is build into it to get a reference for the power problem you seam to have.
Cliffood 31 May, 2022 @ 2:36pm 
I can't help but feel that the power draw on the EX-Blaster could do with lowering quite a bit, I have a fighter that is struggling to run 2 of them. Even when landed and with the shields powered down, the recharge is using almost all the crafts power.
MegaGothmog 9 May, 2022 @ 6:39am 
I'm still getting issues with these weapons. They sill will not recharge automatically, and i have to re-load the game before they do. How do i fix this... i thought it was already updated?
Mad_Max_TEC 23 Apr, 2022 @ 10:40pm 
Hey dude. please increase the need for components to build the cannons, they are very easy to build.
Abisius Xarvenius Carbensius 19 Apr, 2022 @ 5:00am 
@Sonof2tards
no major probs on my end with it, just from time to time that i need to reload the world to have the controls back, but i only had it once in the last month.
Sonof2tards 19 Apr, 2022 @ 4:57am 
Will this still work with the most recent update to WeaponCore (April 4th)?
Abisius Xarvenius Carbensius 23 Mar, 2022 @ 7:46am 
@larik359
you can view the needed ammo ofr a weapons inside the weapons control menu as long as the weapon needs ammo.
in case of this mod you have pure energy based weapons, so no ammo needed just enough power..
larik359 23 Mar, 2022 @ 4:19am 
How do you find out what ammo is needed for a particular weapon? Nowhere is it written about this, and there are more than 10 types of shells. It remains only a trial and error method ... Such information should be placed in the description of the mod
狙撃兵の法律 (Laww) 17 Mar, 2022 @ 12:49pm 
I play on a dedicated server and we have been using your weapon pack for a few weeks now. Lately though we have been noticing (and believing it to be the cause due to it being the only weapon fired at the time) with the EX1- Beam Cannon (Large Fixed) that on rare occasions when we are attacking a ground base that it will create a 1km-wide crater in the planetary voxels.

We had this issue before with a beam weapon from the Aryx pack aswell and Aryx has stated its fixed in a future update of the pack by disabling voxel damage for the weapon. I was just wondering if you could take a look at it on your end aswell because until these updates are out.. we have had to ban the weapons from use.
FurtiveSage 28 Feb, 2022 @ 3:02pm 
@Abisius Thank you for the process. That is very similar to what I do on our servers. I had done that prior, however there have been a number of WeaponsCore updates. I will wait for that to settle down.
Abisius Xarvenius Carbensius 28 Feb, 2022 @ 2:14pm 
@HeavyVapor (aka FurtiveSage)
checking for corrupt moddata goes easier, just delete all moddata of the affectetd mods from your workshop folder of the steam library where you have installed se as well as form the main storage and world specific storage folder. after that just either resub or load a world with the mods i nthe modlist to get steam to redownload the mods. make sure you dont interrupt the download as well as downloading with a speed between 2mb/s and 100mb/s.
sometimes you also need to delete the .acf with the steamid of the game inside the workshop folder and forcing steam to make a even greater check for the stuff.

for a check for corrupt gamedata just use the integrety check of the steam library option of a game.
Abisius Xarvenius Carbensius 28 Feb, 2022 @ 2:09pm 
@HeavyVapor (aka FurtiveSage)
se doesnt throw anythign in the logs if you have a modconflict or corrupt moddata till somethign major happens. a rl example would be a door not closing fully but no one informy ou of that till the door is no longer existent and some people have taken all of your stuff out of the house.

you can check for modconflcits by making a fresh world and adding mod for mod from the modlist where you have probs with loading the world after adding a mod and testing them as well as doing different sortings of the mods. its a lot of trial and error work
FurtiveSage 28 Feb, 2022 @ 2:01pm 
@Abisius, thanks for the reply. Do you have a suggestion for doing that? I don't see any logs indicating that Mod is throwing an error, nor a mod conflict through logs. No circular reference or mod out-of-order errors. I am not sure how I would troubleshoot that further. The weapons, (in the case the XB3) makes a noise, however gives not visual indication of particle effects while firing at the the target, nor does the target take any damage.
Abisius Xarvenius Carbensius 26 Feb, 2022 @ 5:51pm 
@HeavyVapor (aka FurtiveSage)
did yo ualready make a check for corrupt mod/gamedata or a modconflict?
FurtiveSage 26 Feb, 2022 @ 4:59pm 
Excellent Models! Not sure if it is operator error, haven't been able to get the XB3 pluse to do any damage, charging seems inconsistent after it says "out of ammo". I don't see a load on the base reactor for the charging. Anyone else having issues with the version? This is on dedicated server hardware running survival.
Abisius Xarvenius Carbensius 26 Feb, 2022 @ 7:33am 
@~#[T]obiti
red box is usually corurpt moda or gamedata, please make a check for it.
please also check for an eventuall modconflict.
if you have already done that a full blown bug report would probably be needed
~#[T]obiti 26 Feb, 2022 @ 1:46am 
Is this mod not updated?
Because all beam/laser weapons have a red box around them on my server and are not doing anything :(
Squirejj 17 Feb, 2022 @ 10:25pm 
Love this weapon mod. Will we see a fix for some of the weapons? The Pulse Battery doesn't fire all three barrels at once anymore (each barrel now fire separately, unless this was changed intentionally from the standard version) and the beam effect on this weapon is also missing, it now just fires a slug with a small blue tracer.
Emps [597TH ADR] 30 Jan, 2022 @ 5:46pm 
Not sure if im doing something wrong, however when i have Collection 2 enabled with Collection 1,
I only have a few of the weapons from collections 1
Is there a mod order that im missing?