RimWorld

RimWorld

Medieval Overhaul
Magnus 17 May, 2023 @ 11:08pm
Raider numbers/apparel concerns
Apologies for the vague nature of this post but I was wondering if anyone had issues with seemingly inflated raid sizes and strange apparel cramming on raids from the factions added by this mod. I really like this mod and it's companion mods, but I was driven away from using it since it seemed the raid sizes for the playthrough I used it on were inflated or maybe used tribal faction numbers. There was also an abundance of apparel crammed onto the raiders, with most or all having jewelry or random accessories crammed on their loadouts. Unfortunately I don't have the mod list I was using at the time since it was some time ago, but it included vanilla and vanilla expanded factions that had no problems with apparel or raid size. The VE medieval raids for example spawned around half or 3/4 as many raiders as this mod's factions, and it seemed like the armor/weapons of the raiders in both cases were roughly equal or even better for this mod's raids. I would love to use this mod but the raid sizes were a little strange and I wanted to retain the other factions rather than turning the threat scale down, which would make the other faction's raids too weak, so I ended up moving on to a different playthrough. A bit long winded, but I was curious if anyone else had a similar experience or lack thereof or if there's optimal settings and companion mods that I might have a better experience with rather than VE medieval.

Edit: Also was wondering if the maces, axes, and spears that seem like they should be one-handed such as hatchets and bludgeons were supposed to be unusable with shields, not sure if this was intended for balance purposes but the early tech tree stuff seemed to only allow swords to be used with shields, both from this mod and from VE.
Last edited by Magnus; 17 May, 2023 @ 11:15pm
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Showing 1-3 of 3 comments
Mr McNificent 19 May, 2023 @ 2:31am 
Weapons being unusable with shields is usually because you haven't told Simple Sidearms that it's a one handed weapon. It does a little override there. Go into SS options and set the weapons as "Is A Sidearm" and that should fix it.
Magnus 19 May, 2023 @ 5:21pm 
Originally posted by Mr McNificent:
Weapons being unusable with shields is usually because you haven't told Simple Sidearms that it's a one handed weapon. It does a little override there. Go into SS options and set the weapons as "Is A Sidearm" and that should fix it.
Oh I didn't even have simple sidearms installed lol, the only weapon slot mods i used were dual wield and pocket sand so there might have been a conflict with one of those two, i'll look into it if I start running a playthrough again, thx
Mr McNificent 21 May, 2023 @ 2:44am 
Well if it's not Simple Sidearms, it's probably Dual Wield. The settings for what can be an off hand weapon is where you wanna look. (Like SS, it alters what is considered a one handed weapon)
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