RimWorld

RimWorld

ModularWeapons 2
 This topic has been pinned, so it's probably important
kaitorisenkou  [developer] 12 Jun @ 12:51pm
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Last edited by kaitorisenkou; 19 Jun @ 4:32pm
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Showing 1-15 of 55 comments
when using yayos animation, the laser/flashlight arent aligned to the gun animation- the laser is unwavering, but the gun moves(also the laser could use a little transparency). upgrades arent visible on styled weapons. this +"show me your hands" =the hands are positioned wrong.

408 mods, all dlc, no other bugs, no error in the log. mentioning these: vehicle framework, vehicle map framework, LTS ammo, WASDed pawn, tacticowl(i gotta check this more in depth but run and gun feature worked, didnt test dual wield yet), facial animation. still need to give a mechanoid a modified gun and see what happens. cheers!
kaitorisenkou  [developer] 14 Jun @ 3:21pm 
Originally posted by CrackaJack:
I will work on fixing about styled weapons once other my mods are updated for 1.6.
It is difficult to deal with yayos animation. I will try to fix it, but don't get your hopes up.
Castito 15 Jun @ 2:55pm 
Having a pawn with a customized gun and "display weapons" ON from the "colony groups" mod straight up just throws an infinite exception and deletes your UI until you disable the "display weapons" option.

Happened when i was running a lot of mods, made a second clean install, ran minimal mods/performance/texture stuff, tried to replicate it and happened again.

All happened in 1.5
Modlist was: Harmony, Core, ModularWeapons 2, [LTO] Colony Groups
kaitorisenkou  [developer] 16 Jun @ 1:38am 
Originally posted by Castito:
Fixed, thank you for report!
the atthcments dint appear
Except for Character Editor, no other mods were used.
I make a modular assault carbine, when load the game save, the weapon range has decreased from 38 to 29.
Here is its design:

<gunsmith>
<attachHelpers>
<li>
<partsDef>Barrel_MAC_Carbine</partsDef>
<attachMountDef>MountBarrel_ModularAssaultCarbine</attachMountDef>
</li>
<li>
<partsDef>Reargrip_MAC_Standard</partsDef>
<attachMountDef>MountReargrip_ModularAssaultCarbine</attachMountDef>
</li>
<li>
<partsDef>Stock_MAC_Full</partsDef>
<attachMountDef>MountStock_ModularAssaultCarbine</attachMountDef>
</li>
<li>
<partsDef>Mag_MAC_Assault</partsDef>
<attachMountDef>MountMag_ModularAssaultCarbine</attachMountDef>
</li>
<li>
<partsDef>Sight_UltFCS</partsDef>
<attachMountDef>MountSight_Long</attachMountDef>
</li>
<li>
<partsDef>TacDevice_Side_LaserGreen</partsDef>
<attachMountDef>MountTacDevice_Side</attachMountDef>
</li>
<li>
<partsDef>Muzzle_ARMuzzleBreak</partsDef>
<attachMountDef>MountMuzzle_Assault</attachMountDef>
</li>
<li>
<partsDef>Underbarrel_AngleForegrip</partsDef>
<attachMountDef>MountUnderbarrel_Long</attachMountDef>
</li>
</attachHelpers>
<decalHelpers>
<li />
<li>
<attachMountDef>MountBarrel_ModularAssaultCarbine</attachMountDef>
</li>
</decalHelpers>
<weaponOverrideLabel IsNull="True" />
</gunsmith>
I used 200 mods and initially thought it was a mod conflict. But when I turned off other mods and only kept this mod and CE for testing, the problem of reduced weapon range still occurred when reading game saves.
McDougal 17 Jun @ 9:52am 
When adding this to an active playthrough, all modifiable vanilla weapons previously existing in my colony disappeared.
Last edited by McDougal; 17 Jun @ 9:53am
kaitorisenkou  [developer] 17 Jun @ 2:58pm 
Originally posted by time lapses:
range has decreased from 38 to 29
I'll fix soon.

Originally posted by McDougal:
modifiable vanilla weapons disappeared.
This mod is not safe for existing save. I'll add to FAQ.
Deco5425 17 Jun @ 5:22pm 
The scopes say
Accuracy (short) +10
Accuracy (short) -10
while increasing accuracy by 1. This pattern repeats in some form throughout the stats of the scopes and other attachments increasing clutter.
Also on the modular assault carbine it shows stat changes on the default barrel instead of the modified ones, this could apply to other weapons but I haven't tested it.

Mod list:
Harmony
Modular Weapons 2
Character Editor

Biotech and ideology are enabled
kaitorisenkou  [developer] 17 Jun @ 9:18pm 
Originally posted by time lapses:
when load
I fixed this issue. Thank you for report!


Originally posted by CrackaJack:
upgrades arent visible on styled weapons
Now attached parts visible on styled weapons. But the parts are out of position in mostly cases, so there is disable styles option in config of ModularWeapons2 now.
kaitorisenkou  [developer] 17 Jun @ 9:21pm 
Originally posted by Deco5425:
while increasing accuracy by 1.
It must be "+10" and "-10%".
If the initial value is 90, that scope adds +10 and -9, so final value is 91.
any chance for "show me your hands" compatibility? :)
kaitorisenkou  [developer] 18 Jun @ 5:19am 
Originally posted by CrackaJack:
"show me your hands"
I don't understand yet how it works. I need times for researching.
Deco5425 18 Jun @ 3:38pm 
Originally posted by kaitorisenkou:
Originally posted by Deco5425:
while increasing accuracy by 1.
It must be "+10" and "-10%".
If the initial value is 90, that scope adds +10 and -9, so final value is 91.

I understand what you mean now.
One suggestion I have if possible is adding lines between range types to improve clarity.
example:

Accuracy (close) +10
Accuracy (close) -10%
-------------------------------
Accuracy (short) +10
Accuracy (short) -5%

Just a suggestion but if this doesn't fit in this discussion I can remove it.
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