RimWorld

RimWorld

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VVE - Secondary Weapons
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Mod, 1.5, 1.6
File Size
Posted
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2.628 MB
6 Apr @ 8:51pm
15 Aug @ 5:40am
14 Change Notes ( view )

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VVE - Secondary Weapons

Description
Vanilla Vehicles Expanded - Secondary Weapons addon

Adds secondary weapons into VVE combat vehicles, and then some.
Recommended to use with Vanilla Vehicles Expanded - Upgrades for Tier 1 vehicle upgrades.

Compatible with:
Combat Extended
Vanilla Vehicles Expanded - Tier 3
VVE: Tier 3 Upgrades
[LTS]Ammunition - Simple Ammo Pack

Warning: Since a few combat vehicles now spawn with machine guns on top of their main cannon with no extra penalty, this mod may make them too unbalanced. This mod was created with other vehicle mods in mind, in which a tank comes with at least one machine gun plus its main cannon.

Added content

All Vanilla Vehicles Expanded + Tier 3 vehicles now come with basic upgrades. Original version link here.

Tier 1 (VVE:Upgrades required)
  • Roadkill and Bunsen - default with coaxial MG
  • Dinghy - various weapon options
  • Mule - bed seats default + various weapon options

Tier 2
  • Roadrunner - bed seats default + various weapon options
  • Wisent - Gun truck or self-propelled artillery conversion
  • Bulldog - default with bow and coaxial MG + pintle HMG option
  • Tango - Badger turret upgrade option
  • Trawler - default with back seats + front/rear weapon options

Tier 3
  • Badger - default with coaxial MG with no extra upgrade options
  • Cherokee - door gun options
  • Louie - door gun options
  • Marshal - default with coaxial MG
  • Nomad - roof weapon options
  • Paladin - turret replacement options, different grenade types for using without CE
  • Udar - optional bow-mounted autocannon

Mods

  • For CE, ammo types that upgrades or secondary weapons use are now in vehicle descriptions.
  • For CE with ammo disabled, vehicles in general are not compatible with it. I tried to implement a setting feature, but I couldn't get it to work at all. If I remember correctly, vehicle turrets will function but still require reloading with non-generic ammo instead of materials like steel.
  • VVE:Upgrades isn't a hard requirement, but I highly recommend it if you want to upgrade Tier 1 vehicles with new weaponry. This is to simplify compatibility.

    Credits
    I do not claim ownership on any of the reused assets within this mod! One could say this mod doesn't really "add" anything new, but only uses already existing things. I originally made this mod for personal use thinking it would be rather niche, but it blew up in popularity thanks to everyone! Thank you very much for your support!

    If there are any suggestions, questions or problems, let me know down in the comments section below!
178 Comments
Spiller2800 2 hours ago 
@050 Literally just discovered that right as you replied, thank you so much man, that mod is awesome! And appreciate the quick response! <3
050  [author] 2 hours ago 
@Spiller2800
It's all good! The coaxial and bow MG uses .30-06 Springfield.
Spiller2800 2 hours ago 
@050 Hey man really sorry to ask, but can't figure it out for the life of me. What ammo does the Coax and Bow MG take on the Bulldog? 7.62x51?
050  [author] 15 Aug @ 5:47am 
@veryinky
Doesn't affect gameplay, but the error shouldn't show up now.

@Cryptsy Satoshi Ruby
Couldn't reproduce these bugs (anymore?), hopefully fixed after Steam rolls out the update!
Ruby 9 Aug @ 12:38am 
I am having issues with the Mule its allowing me to start the install of the gun upgrades but when I try to force a pawn to build it no option is showing up. pawns wont automatically build it either. I have all the steel and components needed as well
Cryptsy Satoshi 8 Aug @ 12:57am 
Im am having the issue with the TANGO breaking on performing the cannon upgrade from this mod. Happened to break my save today, confirmed with debug mode that it was the tango's cannon
veryinky 4 Aug @ 12:40pm 
I was getting red errors on launch, "Could not resolve cross-reference: No Verse.ThingDef named Bullet_Marshal_MainTurret found to give to Vehicles.vehicledef TGBM Paladin MGS Turret", Marshal is from the Tier 3 expansion, this mod requires it?
Smash Phil 4 Aug @ 9:34am 
the most recent hotfix in VF (version 1.6.2066) should address remaining issues with upgrades, including the issue where smokepop upgrades for VVE vehicles (such as Tango) would break upon reloading the save.

There will be another round of fixes in a week or so, if you happen to encounter any more just notify me and I'll take a look.
carriertank 3 Aug @ 4:56pm 
My guess would be the game, after loading a save, failed to recognize the smoke-equipped turret because the id doesn't reference it, IMO. As a potential quick fix, remove the smoker for all those vehicles so they will no longer despawn. Then if it works, as a more definitive solution, make the launcher a separate upgrade dependent on if the turret is installed, or maybe as a body upgrade. Anyway, this my take on the matter, hope it help.
050  [author] 3 Aug @ 12:45am 
@carriertank
Had that bug too. Honestly have no idea how to address it, it might be a Vehicle Framework thing since 1.6 broke mods more than expected.

@Church.exe
Red errors on launch should be fixed in the newest patch!

@Wrecker013
Actually a feature I forgot to mention. Some vehicles, especially military vehicles now have increased crew count based on their real counterparts

@Sumatris
Can't seem to reproduce the bug now, but let me know if it still happens.
Also, don't forget that one can use dev mode godmode to respawn vehicles. Upgrades can also be used for free while using Godmode. (Cheat, but a workaround for odd bugs like those)