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Open Shields.xml with a text editor (such as Notepad) and replace every instance of “VFECore” with “VEF.Apparels”.
I would like to ask you, are you planning to update the mod to 1.6?
I would be happy to know.
The text may be unnatural due to machine translation. Sorry.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2739055353
You can use RIMMSqol to modify the shields from this mod so that, instead of covering "hands" (which are missing, you cut them off, and replaced them with a bionic), you can set it so shields cover "shoulders" instead, as replacing an arm doesn't remove shoulders.
This will allow you to equip a shield in the special shield slot of your gear inventory as per normal.
The most wild part about this is the fact you can still equip shoulder plates/armor to your character as per usual. Although you aren't really limited to using RIMMSqol to set it to shoulders. You could set it to cover "torso" just as easily.
If you are using Yayo Combat 3, the shields that appear in the Vanilla Expansion mods will not work. Try Vanilla Combat Reloaded.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2739055353&searchtext=no+missing+body+parts
Here you go. Use this mod as well. It makes it to wear prosthetic parts still count as having that body part equipable.
And that's how we know you didn't read anything that was said. I already did read through the defs. There are no code comments. There is no documentation. It's okay to be wrong, but don't double down on it.
But since you are going to be rude to people who are trying to help. Good F'ing luck, JA.
That's not the point. From what I have seen while actively using the mod, the shields offer no protection, no utility. Is it a mod conflict? Probably. But there's no documentation to cross-reference against; no baseline to expect.
There's no information to look up about these shields. Nothing to check when creating your *own* shield mod, or when trying to debug. I don't have anything to look at and go, "oh, that looks different from what I'm experiencing in testing!" The only information that I, as an end user, am getting is that you can have pawns wear the shields like equipment or apparel, and that there should be *some* effect happening.
Going "well if you understand how hit/miss works then you'll know!" isn't helpful, it comes across as a snide, elitist comment. With no code comments to study, no documentation to reference, I can't figure out why the shields feel completely ineffective. Even the readme.md file is empty.
Basically, you can't equip something to a body part you don't have. Thus he made it to wear shields on "Cover" your hands. Meaning you need your fingers to USE the shield. However, he made the "Protects" category as a means of adding the Armor Values to further locations on the body without the need to equip it to those locations.
I've used this mod for a while and it does infact make a great deal of difference. Especially if you understand how the Hit/Mitigate/Miss vs. Penetration system actually works.
The only DOWN SIDE to this mod, however, is that certain shields, like the spartan shield, can be made out of different materials but it doesn't actually chance the armor values of the shield at all. So just make it out of whatever gives it the most hp for your buck.
To be fair, I was also skeptical of this mod (especially since I had been through a number of shield mods that effectively did nothing), but this one actually works wonders.
Do the shields allow pawns to parry melee/deflect projectiles? Or is damage simply just mitigated? Does it scale off of the pawn's melee skill or manipulation/etc? Or is it simply driven by a flat chance?
Why are specifically the left fingers listed as the wear location? How does the "Protects (given areas)" accomplish, well, protecting? Do the armor values even matter when vanilla Rimworld assumes only the left fingers are actually "covered"?
Dev mode testing ended up making the shields feel decorative, and there's no documentation to suggest otherwise, let alone what to expect. Hell I've yet to actually see *any* shield mod that has source code comments or readme files to help people debug and understand what they're seeing.
@Alexander Zagirov yeah the shield configuration has been included in framework at oskars request
Shield/Weapon setting became part of VE Framework long ago, and this mod only adds new shields. Meaning it’s pure xml + textures.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2739055353
The problem is that bionics aren't technically limbs for the purposes of equipment. They just replace the effective manipulation rates and such. However their is a mod, I forget what its called (somewhere in my ocean of a mod list) that makes bionic parts actually count as limbs. If you can find that mod, it will fix the problem.
This, to me at least, doesn't really make much sense in comparison to tech level and materials used. Also the ballistic shield doesn't cover the wielders legs while the heavy shield does.
I might kindly recommend taking a look at all the VE shields that are in their mods and doing a bit of re-balancing.
Either way you have my thanks for making this mod, I found the selection of shields from the various VE mods to be a bit lacking, and any of the stats that I perceive as discrepancy I can change with the RIMMSqol anyway.
So regardless you have my thanks. Feels good to make W40K style Breacher Siege Squads for my Iron Warriors.
I was looking at the heavy shield added in the Vanilla Factions Expanded - Classical and noticed that the ballistic shield and the heavy shield stats don't exactly mesh well together in my opinion.
For example, the ballistic shield that sharp armor has a 72% armor rating, made from steel and components at a fabrication bench, versus a heavy Roman style shield made primarily from wood and leather with a bit of steel at a smithy, and has a 75% sharp armor rating.
It's probably trypophobia. The bullet holes in your worn-out shields are making the traders sick.
O.o
Oh I also noticed that no one seems to want to buy shields except for the archotech shields. Is that on purpose? Do other factions not like shields? >.> Or maybe are they supposed to be buying them and aren't because of a mod conflict?
Sorry to bug you, I just thought I should ask if that's normal or a bug before I burn all my worn out shields. ^^;