Space Engineers

Space Engineers

[WARFARE EVOLUTION FIX] Engineer's defense kit - Character guns
104 Comments
Man Face 8 Apr @ 4:56am 
Or it's me. I'm learning as I go with these sort of things.
Man Face 8 Apr @ 4:54am 
My active server. Is through GTX. Which uses a Workshop Panel for installing, unisntalling, updating mods for steam. GTX doesn't always remove the files when uninstalling mods. So I typically go through manually and delete related files to the "Fixed Animations Mod". Made sure the mod id and all that was also scrubbed from the SBC. file. As I found the mod was reinstalling itself without being in the Workshop panel under installed mods.

Which after installing your mod. Through GTX Workshop panel, I went and manually placed the your mod under <ModItem> under the right structure like the other mods in the SBC file.

Which it says it didn't recognize the path and server never initiated.

So. I went to my local server through torch. Removed the "fixed animations" the same way as my active server as. The "fixed animations" was still trying to reinstall.
Manually placed your mod after adding it to the torch mod configuration.

That's what I had done.
Not sure if it's Torch and or GTX.
Unsaved Changes  [author] 8 Apr @ 3:53am 
Just tried it in Console Compatibility mode; which is where Steam mods are unavailable. So I had to swap to the ModIO version. [ https://mod.io/g/spaceengineers/m/warfare-evolution-fix-engineers-defense-kit1 ]
(And log my server into Steam to do it bc I guess I was getting the modio syntax wrong, so I just grabbed it from my linked steam account that way).

But after doing so the server starts fine as well.
Unsaved Changes  [author] 8 Apr @ 3:37am 
I just made a quick DS using the 'tool' in Steam, started it, things were obviously fine when joining.
Then I added the mod via the 'mods' tab in 'server settings' with "Steam:2796851232", and strangely, everything downloaded and works fine, at least for me here. (DS running locally on my PC alongside the game.)

Since the issue was that your server didn't want to DL it, maybe there was just an error at Steam or something?

Maybe the SBC method didn't work because the AnimationController files have the same name. (The game is meant to merge this mod's extra entries with the original). So manually installing it may replace and brick that, and take the game with it. (though then deleting it should leave it broken, so... idk)

But since my experience with DSs is limited, I may be completely misunderstanding what you meant with the SBC-way. I'm mostly just guessing what could go wrong here as the issue doesn't present itself here for me to learn from, and so help out more effectively :(
Man Face 8 Apr @ 2:02am 
It's alright. I'm not hurt from not being able to not use the mod. It's nice that there are Authors like yourself creating more hand held weapon mods. The Vanilla ones are nice, just lack luster.
Unsaved Changes  [author] 7 Apr @ 1:09pm 
I guess I'll have to take a look at that, I never tried it on a dedicated, only on singleplayer and hosted worlds.

If you need the mod right now, you *can* use the older mods, but in the assembler; look for an invisible tab next to the existing ones in the regular assembler only (not industrial). The original developer named the icon file the wrong. So the tab is there, just without an icon. At least that is how it was when I forked it.

Though it may screw up the default assembler as it completely overwrites the blueprints it has access to, effectively resetting it to whatever it was when that version of the mod was made (which is why I got rid of this extra-tab approach altogether and just put them in the weapons tab).
Man Face 7 Apr @ 12:07am 
I even tried to manually install them through the sbc file. Both servers wouldn't initiate until removed from the sbc.
Man Face 7 Apr @ 12:06am 
FYI, I came here knowing the Original had broken animations, so I went with the Fixed animation one. Neither of those weapons will show up in regular Assembler.

Your version will. Only in a Single Player world.

I tried installing this on my Active Server. Didn't download.
Then I tried a Local Server. Didn't download.

Works for SP
Doesn't work for Dedicated.
Unsaved Changes  [author] 19 Mar @ 2:04am 
Which ones?
majchermaks.mm 18 Mar @ 10:07pm 
I downloaded this mod first and played only with this mod. I downloaded other weapon mods later
Unsaved Changes  [author] 18 Mar @ 8:38am 
Do you use any other weapon mods in addition to this one?
majchermaks.mm 17 Mar @ 9:17am 
I see the ammo in ammo tab AND main assembler tab
Unsaved Changes  [author] 17 Mar @ 4:10am 
The ammo is in the ammo tab. At least here on PC for both the current Steam and Mod.io version, within the vanilla assemblers. Just went to check, they're all properly sorted over here.

Maybe this is a console-only issue, but that'd be rather strange, so I doubt that.
It could also be a mod conflict. If you have more hand-weapon mods, there is a chance they used this mod as a base when making it and did not clean that code up (seen that a lot when reverse engineering other mods to learn how to fix this one). In this case, those other gun mods can alter the functionality of this one, such as breaking the animations, changing stats/values, and the assembler-recipes configuration, depending on if they are loaded before or after this mod.
Chipstix213 16 Mar @ 2:45pm 
Probably because it was made before the assembler tabes were adjusted
majchermaks.mm 16 Mar @ 7:53am 
Why the ammo for this weapons is on the main assembler tab
moonrocks108 6 Mar @ 11:52am 
thank you
Unsaved Changes  [author] 6 Mar @ 8:00am 
@Abisius I think you are correct thinking this, but it’s in another place.
I just took the Mod.io files and copied them into a new, empty mod. In other words; exact same files, but the game thinks it is a completely different, custom-made mod.
Loading that version works perfectly. Scope framework works correctly, etc. Exact same files as Mod.io distributed, but with different results.

So I think something is up not with Mod.io, but rather how the game itself loads mods specifically marked as being from Mod.io. So if the game believes a mod is from there, it loads it differently; probably skipping some files or whatnot.
Maybe the logic that makes Xbox skip certain scripts is in there, as you cannot guarantee someone doesn’t put scripts into a manual Mod.io upload to then affect Xbox. So doing it in the game itself makes sense. I suspect this ‘sanitation’ is also present on the PC version so the devs have less differences between the two versions to worry about.
@Unsaved Changes
As client side scripts dont work on consoles could it be that mod.io directly blocks uploading stuff related to them?
Unsaved Changes  [author] 6 Mar @ 6:51am 
I found where ModIO downloads mods to, and the files within are the exact same as Steam's. So I am at a loss as to why it behaves differently. But now I have to go deal with things outside SE again.
Unsaved Changes  [author] 6 Mar @ 6:11am 
I'm not sure if I will leave it up on ModIO permanently to be honest, it appears that site messes with the uploaded files in some way. Despite having the same project folder I upload through the game, ModIO's version has once made the game hang on loading the world (once out of 13 times), and Scope Framework doesn't work with it.
So if it turns out that it does not work on Xbox then I see little reason to have it up on both websites. Maintaining the ModIO version is also gonna be just a bigger hassle if I apparently need to upload it manually if I don't want the in-game uploader to strip important files from it, or whatever it does to damage it like it has.

For now I have added a warning to the page that it may not work properly, for I cannot put it to hidden and share a link or something, because then the game can't load the mod. You can try it out for now, but the Steam version is superior as it stands.
Unsaved Changes  [author] 6 Mar @ 4:07am 
I had been trying to do that off-and-on when I had some time but every time I got the error 'Mod.io: error accessing service'. Searching for a solution gives grueling options and hardly any info.
That is until I stumbled upon a different game's issue talking about some kind of config file for ModIO specifically, so I got curious if SE has the same. It doesn't, but where it should be was SE's log file.
Apparently the issue was simply that Mod.IO does not want names to be longer than 50 characters, and this mod's name is like 65.

Incredible. If only they just copied that string to the error message in the UI... Now I wonder if Hethan had the same issue and gave up.

The mod has been uploaded to Mod.IO now. I cannot verify if it works on Xbox, I do not own the console. I'll be working on making the page presentable now.
moonrocks108 5 Mar @ 2:26pm 
please mod.io
Chipstix213 16 Feb @ 2:14pm 
Always be careful with software claiming great advantages 😅
black_dragon1230 16 Feb @ 12:06pm 
Ok so I was using the performance enhancement plugin and that seemed to fix it. Really sucked thinking that the scope framework had failed. The binocular mod as well as the sniper rifle mod and the engineer defense kit mod are some of my favorite mods. Never would have guessed that the performance plugin was the problem.
Unsaved Changes  [author] 16 Feb @ 1:03am 
I'm guessing Hethan's reupload vanished, I can't find it either, not even when browsing their account.
I'll see if I can make time to do it myself then...
moonrocks108 15 Feb @ 8:20pm 
mod.io please?
Chipstix213 12 Feb @ 9:01am 
Scope framework will fail when some other mods are used. Usually it's mods and plugins that claim some performance enhancement. They are actually removing parts of the system that mods may be using.
black_dragon1230 12 Feb @ 7:01am 
That is strange. I will try again to see if I can get it working for me. I had tried unsubbing and resubbing along with changing its position in the load order.
Unsaved Changes  [author] 12 Feb @ 3:47am 
I'm confused, Scope Framework is working perfectly fine for me. Even in a more modded survival world from half a year ago.
The only issue I can find is that un-scoping snaps you to look perfectly level, so if you were aiming up or down and un-scope you have to look up/down again.

In that survival world, Scope Framework is loaded somewhere in the middle. So not in any particular priority spot.
Are you sure there wasn’t some other mod you've loaded that got updated these days, and decided to change weapon scripts in such a way that it accidentally messes with Scope Framework? Or weapon aiming overall?
black_dragon1230 11 Feb @ 4:52pm 
Thank you. I really liked having the scope mod integrate, something that SE should have in vanilla not needing a mod to do it, but until Klime fixes it everything using it is broken even the binoculars mod that was so awesome.
Unsaved Changes  [author] 11 Feb @ 12:07pm 
I'll look into it. If scope framework is broken altogether there's no point in keeping the integration in the main mod anyway. So if that's the case I'll push a quick update to just disable the support until further notice.
In that case, weapons will just revert to putting the model in front of your eyes like vanilla.
black_dragon1230 10 Feb @ 4:49pm 
Scope Framework is broken for now and doesn't seem like its getting fixed. Any chance you would either cut out the scope framework mod integration with the weapons in this pack or upload a copy without the framework integrated? Just asking as I use the Vengence rifle all the time but with the framework broken there is no ui when you go into scope mode. Also you cant even move the weapon around in scope mode.
moonrocks108 7 Feb @ 1:51pm 
I can't find it
moonrocks108 7 Feb @ 1:50pm 
mod.io please?
Unsaved Changes  [author] 4 Dec, 2024 @ 9:33am 
Yeah, I believe Xbox doesn't allow mods that go heavily into custom features through custom scripting, like Buildinfo etc. I bet Scope Framework is one of those, so the zooming functions are probably out of the question. Then again, that's only the cherry-on-top, so if the rest works fine, that's good!
Hethan757 4 Dec, 2024 @ 7:00am 
alrighty Republished it, the only thing that is the different it seems is the scopes don't actually scope but they still have Reticles so, I will update it the mod.io page to look more like this steam page later today when I have some more time
Unsaved Changes  [author] 1 Dec, 2024 @ 6:33am 
No worries.
If you can check if it works, then I'd say we go right ahead. You can either publish it yourself like you planned back then, or I can repub it; just lmk which path you'd want to take with this.

As for the recoil question below; I didn't restore it or even removed it for some because I felt the agressive recoil the base game's rifles have make them very unsatisfying to use; lending more credence to the idea of 'lmao don't bother and just build a turret' for any target at 50m or further. (Also, the rocket launcher had recoil for some reason...) With the speed at which targets move, I felt tracking drones as is is challenging enough.
If I DO end up adding recoil back, it'll likely be minimal for most weapons. Rocket launchers, the laser, and the knife won't have it for obvious reasons though. If that doesn't make the laser even better than it already is compared to the other weapons... ;)
Hethan757 30 Nov, 2024 @ 2:24pm 
hey I am very sorry for the late response, yeah I have xbox version and can test it make sure it works
Philwhore 16 Oct, 2024 @ 11:10am 
any chance of adding recoil to these?
Chipstix213 16 Mar, 2024 @ 8:29am 
Could be a faction issue?
Msnthrpe 16 Mar, 2024 @ 6:03am 
When I place the breaching charge it doesn't let me start the timer, says I'm denied access?
Unsaved Changes  [author] 26 Jan, 2024 @ 1:08am 
I'd be fine with that if you have the know-how to repair the mod if it breaks, most notably on console. Remember you’ll be marked as the developer of the mod, so that means you gotta take the act. We can all agree the defense kit mods have been broken and abandoned a few times too many.
So if you are, I’d advise you reverse-engineer the mod to figure out how to maintain it. (I did that too, it’s not as difficult as it seemed.)

The reason I held off on uploading it there so far is because I wasn't sure everything was ready at the time, and because I don't own an Xbox to test it on console. Uncertainty, really.
I could also upload it myself if you’re not up for the task, I suppose. If you by any chance have an Xbox version or know someone who does, we can make sure the mod works fine a lot faster. I know from another mod that Xbox demands certain things for blocks that PC does not need. But idk how that extends to hand weapons.
Hethan757 25 Jan, 2024 @ 1:01pm 
Do you mind If I put this on Mod io?
black_dragon1230 4 Nov, 2023 @ 9:44am 
For me I run WC hand weapon mod so I get homing missile capability. To be able to lock onto a grid from a distance and lob missiles up and over a hill in safe cover is AWESOME. I still run this mod beside the WC hand weapon mod and use the Klimes Scope mod with it. I use the Vengeance rifle all the time and carry missile launcher as well.
lord.riker 4 Nov, 2023 @ 5:51am 
I think that shield interaction is one of the big reasons, as well as lock-on/homing missile functionality. At least those are the two reasons that stand out to me, but I totally understand why you would be reluctant.
Chipstix213 4 Nov, 2023 @ 5:48am 
defence shields only work with weapon core, personally i so no reason to use weapon core for hand weapons there are some advanced model stuff but its not worth it in my opinion.
Unsaved Changes  [author] 4 Nov, 2023 @ 5:20am 
I haven't for a good while, since through my testing, the mod works as normal in a world where WC has top priority (and in its disabling-mode). They don’t get blocked from doing their job. With other WC hand-weapon mods they still work fine of course.

The only strange interaction I can find going in again are the defense shields mod not taking damage from the guns, even without WC, which I guess is to be expected if it's made specifically to ignore the vanilla weapon systems because... I guess a check or fallback for WC’s absence to swap to some “vanilla mode” wasn’t possible. The other shield mods work fine.

Is the interaction between handgun and those ship shields the reason people want some kind of ‘compatibility patch’ or are there other issues? Making this mod compatible is a very laborious process that’d take most of my day off, so it’d help if I knew what I would be doing it for / need to mind.
lord.riker 3 Nov, 2023 @ 3:34am 
Now that there is hand weapon support for WeaponCore are you still considering a version of this mod for it?
black_dragon1230 14 Sep, 2023 @ 7:20pm 
Thank you for keeping this going. Still the best hand weapon mod on the workshop. Also yeah its hard to believe that Warfare2 has been that long ago now.
nickforgie 30 May, 2023 @ 4:41pm 
Chipstix213 it doesn;t apply to hand weapons