RimWorld

RimWorld

Holsters
461 Comments
Replaction 5 hours ago 
thank for working update 1.6. I love all modders
Fish n' Chips 10 hours ago 
It doesn't seem like anything that was already in was broken so probably just needs to account for new pawn situations (swimming as Bozabu mentioned) and what few "new" weapons were put it. Quotes because most of the weapons added by Odyssey are just variations of existing weapons or weapons that were already in the game but not available to player pawns (such as the graser beam which was previously mechanoid only)
Bozabu 🍂 14 hours ago 
running this in 1.6 without any issues so far, only weird thing is that when colonists are swimming in water the holster is on top of their heads lol a very minor nitpick
besides that its been just fine for me, but i havent bothered to test the mod options for it yet and have just been using my old config from 1.5
ElephantSurfer 11 Jul @ 12:47pm 
This one is essential, take your time big dog and thank you for the mod.
SRR3XD 11 Jul @ 8:35am 
1.6 please :steamhappy:
Rycey 11 Jul @ 7:22am 
TAKE YOUR TIME KING
I'm waiting for you, boss.:steamhappy:
Psyche  [author] 11 Jul @ 7:03am 
I will be checking the compatibility with 1.6 very soon!
Quarter One 10 Jul @ 7:37pm 
YO ME BOY THIS IS A GREAT MOD, AS SOON AS YOU UPDATE IT I WILL BE SENDING SOME ANCHOVIES PIZZA WITH KELP JUICE YOUR WAY KEEP IT UP
NeverSink 9 Jul @ 7:28am 
This is probably one of my top-beloved mods as it adds so much visual love to the game.
I hope this will be updated for 1.6 at some point.
In any case, thank you so much for your work!
williamb1995 29 Jun @ 10:39am 
1.6 ?
Tyrant 23 Jun @ 1:38pm 
This is a very good mod. I do hope to see it updated for the new 1.6 patch. No pressure. Thank you.
AzoorFox 17 Jun @ 8:25am 
UPDATE WHEN?????????
CTM BOTTOM TEXT 8 Jun @ 11:58am 
Compatibility for pocket sand/simple sidearms?
Werwolf 20 May @ 8:15pm 
very cool mod. For me the role-playing moment is very important and such little things allow to immerse into the game and enjoy this immersion.
Psyche  [author] 20 May @ 4:24am 
@everyone, I am trying to find some time to update this mod to cover the mentioned problems. If you encounter any bugs make a thread for it so I can track it and instructions on how to recreate it!
Deankiller Turnupseed 12 May @ 10:17pm 
i wish somebody would pick this up and make it performance friendly
Scout Gaming 12 Apr @ 2:47pm 
As far as I understand this mod does not take into account rendersize making some guns be huge when on pawn
lunatic_TH 4 Apr @ 10:44pm 
There is a bug where some UI is not visible when deleting a group. :(
William 2 Apr @ 7:13am 
Great mod but costly on performance (thingcompupdate)
Aizuki 22 Mar @ 5:42pm 
need new update for vanilla expanded medieval 2 and Exosuit framework related weapon. they appear small (exosuit) and missaligned (medieval 2)
Amroth 20 Mar @ 2:50am 
@Psyche Take care of yourself <3 no rush for mod stuff
Phobeseneos 16 Mar @ 10:32am 
magnificent mod! but as @SiaNKs said it needs a search bar atleast in its menu as it stands it is very hard to navigate.
Ogam 22 Feb @ 5:22am 
We need a patch for RJW
Rct.Iturriaga 13 Feb @ 2:35pm 
@Psyche I'm so happy for you. I don't care about the mod, it's just that you told us about your health a few months ago and I was a little worried hehe take care of yourself because the mod can wait, just let us know when you have something :D hugs from Spain!
Psyche  [author] 13 Feb @ 6:36am 
@Rct.Iturriaga I am actually recovering now! I have plenty of catching up to do in life but once that's done I will come back to fix any issues that popped up!

Thank you for your support and understanding <3
Rct.Iturriaga 12 Feb @ 5:30am 
@Psyche How are you, my friend? Did you recover well?
枯れたバラは 10 Feb @ 8:09pm 
I hope to set up a weapon that can be adjusted individually like 'Show me your hand'.
Some textures may not match the situation.
SiaNKs 15 Jan @ 11:24am 
Its not compatible with Combat Extended and Vanilla Expanded Weapons mods, I mean you can try to change position of a gun, or its scale, OR CATEGORY (Grenades were in Long Range weapon category...) but it will take you a lot of time, and might not even be possible as this Mod menu is limited
SiaNKs 15 Jan @ 11:10am 
Can you make Mod Settings more clear? I cant find option to reduce size or move only specific weapon then save it. Everything is just connected together...
Matashi 6 Jan @ 9:54am 
Anyone having pawns holstering daggers on their backs and making their weapons huge?
I deserve life 19 Oct, 2024 @ 12:16pm 
Is it only me or every mod like this( show me your hands for example ) are so screwed up on axis so you have to manually set everything up?
Doctor Sex 15 Sep, 2024 @ 12:45am 
Hoped that it will reduce weapon weight if equpped
Cr0ssley 19 Aug, 2024 @ 4:34am 
Keep on keeping on @Psyche! Can't wait to see what you do to make this mod better! This is an amazing mod for immersion, but MAN is it flawed, but only in the mildly annoying type lol
Psyche  [author] 19 Aug, 2024 @ 2:48am 
Hi @everyone! I am sorry for my lack of involvement currently. I am dealing with some health issues for a while now and I am unable to prioritise anything but my current job.

Unfortunately, custom body types are not supported at this moment. It was an omission on my part when I was creating this mod.

I hear your complains about the UI and I realise it is not the best. I was limited by the technology of my time (but mainly the skill issue). After having played with Holsters for couple of years I have a better understanding of how this UI should look like. I have a draft version of Holsters where I divided the Mod options to tabs as space was the most limiting factors. My main thought was to get rid of groups and instead introduce "presets". You would create a preset first in this scenario and drag & drop them onto weapons. This way two weapons can have the same main position but different off hand ones.

Thank you for your patience and apologies for the inconvenience!
Dh4mpyr 31 Jul, 2024 @ 11:02am 
weapons appear holstered when doing duels in melee animation mod
William 31 Jul, 2024 @ 7:17am 
great mod but very heavy on tps
Deepfield 3 Jul, 2024 @ 5:06pm 
Please add for dropdown menus when picking weapons in the UI. It takes forever to find something when you have a lot of weapons
SadPlastic 6 Jun, 2024 @ 4:03am 
This mod is really good, but the problem is the UI. If I delete a group, I have to reinstall it because the buttons to adjust the position and exclude the weapon category disappear. I don't know if it works or not if I change the position of the weapon (the size increases, but the angle or position doesn't seem to change) and the most inconvenient thing is that I have to press buttons one by one to see the weapons. I know it's difficult to program, but can't you put in scrolling? thanks.
Mobile Meow Machine 5 Jun, 2024 @ 8:48pm 
Unawakened androids from VRE-Androids don't have holstered weapons shown.
Awakened ones do. Any fix?
Scout Gaming 4 Jun, 2024 @ 6:57am 
Sidearms are displayed in front of the active weapon, any fix?
๖๖ۜÌçe ßear♪ 3 Jun, 2024 @ 6:23am 
I'm playing Mousekin Mod, it's an humanoid alien race dependent. I noticed that the Holster mod is working on Baseliners but doesn't work on my Mouse pawn.. doesn't this mod work on alien race?
CHCYQTXFS 27 May, 2024 @ 11:33pm 
can you make a slider to change weaponry position ?
or drag to change position ?
joseph98611 17 May, 2024 @ 1:18pm 
safe to add on existing save?
Kyrox 2 May, 2024 @ 8:19am 
The problem is when you have a default category of long blades. Then you add add mods of new melee weapons. They're automatically added to long blades. Each weapon needs to be adjusted individually most of the time. You can't adjust the entire category and get uniform results.

I would suggest that when the user begins adjusting an item's visual aspects, the mod auto-generates a new category for that item based on the weapons name. If I go to the settings and go to long blades, and adjust a "scarlet blade of doom" it prompts me to throw it into a self made category for the weapon. So I'm not adjusting 50+ weapons.

This is the process users have to go through to make offhands appear correctly. You can't stick them all in a single category and adjust them all at once. It's a case by case basis.
Psyche  [author] 2 May, 2024 @ 7:39am 
@Hemlock, hmm, it surprises me that this issue popped up again. I must have changed the code that excludes beer and logs (or RimWorld changed their names in 1.5). In any case, I will investigate that and fix it.

You can disable items by moving them to "Do not display" category.

@Kyrox, you do not need to make a new category for everything, unless you want to have a different position for every single item. You can also throw them into already existing categories. I do not have a reliable way of deciding where each weapon should be placed. The mod tries to sort them for you but it is not always right, unfortunately. I am open to new ideas on how this system could be improved though.
Hemlock 1 May, 2024 @ 7:33am 
So
Sidearms get drawn independent of that item's settings. An item set to 0% size goes back to 100% size when its a sidearm
Also if there's a way to disable certain items, I can't see it

Anyway, point being, the result is that, every one of my colonists is walking around with beer or logs strapped to them under the circumstance that they grab those items
Kyrox 29 Apr, 2024 @ 11:37pm 
I love this mod, I sincerely do. The only issue I am experiencing is that modded items don't automatically look good. No big deal. I can adjust them myself, right? Well, I have to create a new catagory for every single item I want to adjust. Because you're adjusting them for every single item in the category. This leads to hours worth of work. I don't know if it's possible, but it would be a huge game changer if you could just adjust the image per item without having to make a new category for everything. Adjust an item, move on. Adjust an item, move on. As it stands right now, it's a huge pain in the ass.
Psyche  [author] 23 Apr, 2024 @ 2:27am 
@sus amogus, I am glad you are enjoying the mod! During RimWorld 1.4 this mod was using Harmony to intercept "DrawEquipment" call to the pawn. I would draw that equipment on the positions given to me + offset to make it look nice. I have decided to move away from Harmony as it impacts the performance. I went for more "native" approach (defs and comps) and now drawing position is determined purely by me. That has downsides as the position does not synchronise correctly with some mods. I will be looking to introduce performance and compatibility modes that will allow you to choose more FPS but no sync with other mods or sync with other mods at the cost of performance.

I am aware of the lag issue. I will be working on fixing it sometime soon. Sorry for it taking so long. < 3
Johnny Silverman 22 Apr, 2024 @ 3:39am 
Oh, I just read the comments, so 1.5 IS what "broke" it - by introducing multi-threading to the pawns it now works "separately" from mods like this, and apparently draws them at a different tickrate and doesn't sync with animations that still use the older rendering system or something. So as I see it there are now like two rendering systems on top of each other
Again, really enjoy this mod, hope you can produce a fix, or maybe even better, integrate it with 1.5 systems!