RimWorld
Star Wars KotOR Weapons and Armor
443 Komentar
guy762  [pembuat] 13 Jul @ 5:00pm 
oh wait actually it seems like there's a lot of Github files in the folder that are taking up the same amount of space that the apparel textures are, I should take those out before I update
guy762  [pembuat] 13 Jul @ 4:57pm 
@Big Cheese file size is from the apparel textures. a full set of body apparel is 32 images, and there is a *lot* of apparel in the mod
Big Cheese 13 Jul @ 4:22pm 
is the humongous file size from the customization feature?
Nutzgobbler 13 Jul @ 12:36pm 
cant wait to see the vehicle mod too
Nutzgobbler 13 Jul @ 12:35pm 
yay
guy762  [pembuat] 13 Jul @ 12:29pm 
1.6 update is being worked on, currently in the middle of converting the mod to use ModularWeapons2. My goal is to have everything finished absolutely no later than two weeks from now, since I have to wait for some colleagues to finish up with their own projects to come and help make some planned overhauls.
Turbo64 13 Jul @ 10:58am 
When is 1.6 ?
nikita150u 12 Jul @ 12:05pm 
Why tf sabers weight more than 5 kg???
⚡ÆLP⚡ 11 Jul @ 1:29pm 
1.6?
Firebringer4 11 Jul @ 11:14am 
any chance this gets updated to use modular weapons 2.0?
Mug 28 Jun @ 4:49pm 
Color crystals for lightsabers are in caves, and can be bought from merchants or towns.
Gogglechu 26 Jun @ 1:25pm 
Could not find a type named LightsaberIntergration.JobDriver_TransformCrystal

Getting this error, maybe that's why I have no crystals? I'm sorry I know little to nothing about mods and coding
Gogglechu 26 Jun @ 7:47am 
Anyone know where to find colour crystals for lightsabers?
Big Cheese 22 Jun @ 2:21pm 
Will there be compatibility with Outer Rim?

Or a lite version?
Big Cheese 22 Jun @ 1:35pm 
This feels like a SLIGHTLY less vanilla friendly version of outer rim

Still cool though since Outer Rim doesn't have a lot of Old Republic content
LUK3 14 Jun @ 11:39am 
is it possible to update this to work with Modular Weapons 2?
BiggestVhagarFan 11 Jun @ 7:47pm 
Would it be possible to just have an apparrel version?
hestaby316 9 Jun @ 8:29am 
How do you check which armour/weapons are upgradeable. As so far only can click on the bench to upgrade a lighsabre even though tried a few armours and modifications(crafted and put in storage - colonist wearing different armours).
Twitxx 4 Jun @ 5:25am 
So, after some experimentation I found out that none of the shields from this mod are working. I've tested it with the sith shield, echani dueling and the simple one. Also, I've used several types of weapons, from repeating blaster carbine, sith assault gun, sith sniper rifle to normal vanilla weapons or weapons from other star wars mods that add blasters. I can see the hediff and the shield activating, it just doesn't go down nor does it stop any kind of projectiles from going through, damage is as normal, with or without.

Any idea what might be causing this? I don't use CE, but I do use some other star wars mods. Thank you.
Twitxx 3 Jun @ 3:24pm 
I just wanted to say thank you for all of your work. It's absolutely insane the sheer amount of resources and time you've put into all of these mods and I can see that it's a labour of love. Really, thank you so much!
Dressari 1 Jun @ 4:40pm 
@guy762 Yeah I managed to figure it out after some finagling, thanks for the reply!
blackwolf3910 1 Jun @ 10:12am 
I love your mod, just a shame lots of gear is "uncraftable", the hero gear i could understand but gear like armoured robe, Sith marauder gear etc should be craft-able.
guy762  [pembuat] 30 Mei @ 9:43pm 
@Dressaru I set some of the heavier blaster pistol models (heavy blaster, disruptor pistol, and microrepeater I think) to be main hand-only weapons by default, so that could be messing with things if the held shield is also considered a main hand-only item. you'd probably wanna go into the options and set both to be "off-hand" items
guy762  [pembuat] 30 Mei @ 9:39pm 
@bd1606 If you're looking for bionics with some kind of visual component to them, this mod does have three tiers of "modular implant docks" which display as little metal bits on a pawn's head. These let you freely load and unload all sorts of different stat-boosting implant items into it. I would just combine that with the vanilla/royalty bionics to create a Vader-like pawn since the higher-tiered implant items can give pretty strong stat bonuses and the vanilla bionic parts works well enough as a representation for upgraded body parts.

Of particular note, I gave the third tier implant dock some harsh drawbacks since it's primarily based on Lobot's cybernetics. For planned stuff, at some point I was planning on making non-visual interchangeable cybernetic hands that give different built-in weapons (think Barett from FF7), and I've also been mulling over how to implement Grievous' cyborg body for when we eventually start working on Clone Wars-era stuff
Dressari 26 Mei @ 3:56pm 
So I'm trying to use blaster pistols or one handed weapons with say held Shields, and I have the dual wielding mod installed. I can use regular pistols with a shield no problem but for some reason whenever I try to use them with a one handed blaster pistol, it says it cannot be used with the shield as if it's trying to be a two handed weapon despite being set as a one handed and a secondary weapon in the mod. Any ideas?
bd1606 23 Mei @ 11:45pm 
I'm rather new to this series of mods, so forgive me if this has been asked for, requested or planned, but i think more bionics options would be a rather interesting to be implemented into the apparel or droids pack, Starkiller, Vader, Grievous, have all sorts of cybernetic enhancements/dependencies that i think would be quite immersive to have in rimworld, (especially if it restricted force/stance usage in pawns, but that sounds difficult) that simply aren't included in the base game, if there's another mod that does this, or this is included please do let me know, good shit though loving this so far.
Darthsawyer 28 Apr @ 4:46pm 
Fantastic, thanks for adding the stances in! Appreciate it!
guy762  [pembuat] 28 Apr @ 4:16pm 
@Red Hood yes, this mod's lightsabers are able to deflect by default

@Darthsawyer should be fixed now
schmitt.timo2009 28 Apr @ 9:28am 
is this CE compatible ?
Darthsawyer 27 Apr @ 1:28pm 
FYI the new lightsaber mod with the lightsaber forms that was split off from Star Wars Psycasts has not added compatibility with KOTOR lightsabers, so you will not get forms while using them.
Red Hood 21 Apr @ 7:48pm 
Does this Mod add the ability to deflect projectile using lightsabre ? or is it from a different mod
Zyro 19 Apr @ 4:51pm 
Modular Implants, item mods, resources, and drugs (including the health kits) are tradeable with bases and regular traders. Weapons, armor, gadgets, and droid parts are only tradeable with KOTOR-specific traders like the jawa scavenger or mandalorian armorsmith.

TLDR: Weapons are only tradeable with regular traders if they have the WeaponRanged tradetag or WeaponsMelee thingcategory. Armor's only tradeable if it has the SimpleClothing, Clothing, or Armor tradetag. You can fix this just by adding those in the base and removing inherit=false on the actual items in this one, since none seem to inherit from anything but those bases.
Hadraniel 19 Apr @ 4:00pm 
@guy762 Oh, I didn't know that. I guess it's the reason. Well, time to add even more mods and start a new run.
guy762  [pembuat] 19 Apr @ 3:20pm 
@Hadraniel hmm, were they the lightsabers from this mod or from The Force: Psycasts? if they were from psycasts, the update from yesterday was save-breaking and you'll need to roll back to the previous version of that mod and remove all the lightsabers to keep the save going

https://github.com/JodemLee/TheForce_Psycast/releases/tag/currentSteamReleaseV1
Hadraniel 19 Apr @ 2:10pm 
@guy762 It's only lightsabers, when I load my save all the characters who are equipped with lightsabers just dissapear.
guy762  [pembuat] 19 Apr @ 12:39pm 
@Zyro @Lathrael looking into fixing this, is it just weapons that aren't buyable or is it every KotOR item category?

@Hadraniel @Darthsawyer those can be safely ignored for the time being, they're missing reference errors due to Lee's lightsabers being moved to a new mod. will be fixed in a pending update
Darthsawyer 19 Apr @ 12:26pm 
Also getting the same errors as Hadraniel
Hadraniel 19 Apr @ 11:08am 
I have a quite a lot of errors because of the lightsabers:

Could not resolve cross-reference to Verse.ThingDef named Force_Lightsaber_Curved (wanter=blackWeaponList)

I have what looks like the same errors for all the different type of lightsabers.

(BTW I love your mods)
Lathrael 5 Apr @ 8:34am 
@Zyro I'm having the same problem. I think i will need to add those manually until it gets fixed. No one buys those weapons.
Zyro 31 Mar @ 6:57am 
The equipment doesn't have the vanilla weapon or armor tradetags, so you can't sell or buy most of the modded gear since even KOTOR-specific factions use vanilla traders. Is this intentional or an oversight?
guy762  [pembuat] 30 Mar @ 3:07pm 
@Lornair you need to complete the "Advanced Physiology" research project and have a level 14+ doctor to perform the surgery
Lornair 30 Mar @ 1:04pm 
How do you install the implant dock i cant find it as an operation
guy762  [pembuat] 28 Mar @ 12:58pm 
@Rappers I think Lee is splitting the lightsabers off into a separate mod and may be rewriting/removing his override patch that does that, so stay tuned for that

@Confusion intensifies if you're using the BetterLoading mod, try removing that since users in the Star Wars Xenotypes comments were having similar issues that were fixed by removing it

@sauske713 good catch, it seems I forgot to add in allowed crafting benches to all of the "headband" items. will be fixed in the next update
Rappers 24 Mar @ 4:33am 
Is it possible to add compatibility with the Force - Psycast mod? The kyber crystals from that mod overwrite the colour crystals from this mod, so you are unable to craft any lightsabers.
Confusion intensifies 26 Feb @ 10:55am 
Most of the pawns spawn without heads.

Logs contain a bunch of errors like those

Tried to register the same load ID twice: null, pathRelToParent=/sourcePrecept, parent=guy762_UniformCap1210

Tried to register the same load ID twice: null, pathRelToParent=/sourcePrecept, parent=guy762_SithUniform_officer1151

And those

Textures were not found for one or more extended graphics for guy762_DroidRace_T3series: Droid/T3/T3_mask

Textures were not found for one or more extended graphics for guy762_DroidRace_KX12UPD: Droid/KX12/KX12_mask

I guess it started after the latest update but im not sure
NM$L 13 Feb @ 11:37pm 
Does this mod have the same lightsaber with that psycast mod?
sauske713 4 Feb @ 3:02pm 
Am I missing something, or how do I craft the Breath Mask from the ADV Physiology research? it doesn't give a crafting station when I look at the recipe.
PPePP 4 Feb @ 9:06am 
There's any plan in making it CE compatible?
Paprikahörnchen 1 Feb @ 12:06am 
Hello!
Is it right, that no item of this mod has a quality? That makes it a bit difficult to use them with Mend & Recycle and all that
Codetac 30 Jan @ 3:16pm 
Is there something to fix the kyber crystal spawns?