RimWorld

RimWorld

125 ratings
GiTS Cyberoptic Visors
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
677.678 KB
10 Jun @ 2:45pm
22 Jul @ 4:22am
4 Change Notes ( view )

Subscribe to download
GiTS Cyberoptic Visors

In 1 collection by themoistestwhale
GiTS Mods
4 items
Description
This mod adds five different types of cyberoptic combat visors inspired by the world of Ghost in the Shell! Your colonists can now look tacticool while getting shot up by everything from the casual raider to cosmic horrors beyond human comprehension! Just make sure they avoid taking any hits from EMPs, as these can temporarily disable the visor.

Each combat visor has unique buffs for the user as well, enhancing shooting accuracy or melee combat ability. If you're using Combat Extended, visors can also provide night vision capability!


What does this mod add?
Included in this mod are five different combat visors for your colonists providing unique buffs, as well as a research project to unlock them. All visors can be produced at a fabrication bench.

Combat Visor Variants
  • Sagawa Electronics SV-93 - A basic model with a basic look, enhances overall combat performance and provides entry level low-light capability.

  • Hanka SFAS - A capable model with special forces use in mind, enhances shooting accuracy and night vision capability.

  • Kenbishi 'Solo' CV-293NJ - A low-profile design for those who like to fight up close and personal, enhances melee ability and night vision capability.

  • Seishinkouki 'Lurker' - Specialized around covert operations, enhances user combat performance with an improved night vision system.

  • Kyo-Re Type 1719 - A cutting edge prototype, provides advanced shooting enhancements and top tier night vision capability.

Combat Extended
This mod is fully compatible when loaded after Combat Extended and will allow all visors to provide some level of night vision for the user. Each type of visor has different levels of night vision capability. Feedback on balancing is always appreciated!


Compatibility
  • Safe to add to save games. It's never safe to remove a mod from a save, but removing this mod should not cause significant issues.
  • Load this mod after Combat Extended in your mod list.

Russian translation by Cheesex.
Japanese translation by Proxyer.
Simplified and Traditional Chinese translation by Akiu.

Thanks
Thanks to BlackMarket420 for the commissioned textures, else this mod wouldn't exist!

Thanks to #mod-development in the Rimworld discord for answering occasional, stupid questions of mine.

Rimworld is owned by Ludeon Studios.

RimworldFont used in preview image was created by Marnador.
36 Comments
themoistestwhale  [author] 4 Oct @ 11:31pm 
@PapaEnclave I've thought about it, but what turns me away from it every time is that drawing the graphics for apparel is an absolute pain in the ass that requires a ton of graphics. Not only am I shit at drawing, but my inexperienced workflow means iterate on the design a million times and it takes much longer than someone else who'd be experienced with drawing the fuck ton of assets needed.

If someone ever wants to collab with me and do the drawing though, I'll gladly provide the functionality side of that mod :p
PapaEnclave 4 Oct @ 10:34pm 
@themoistestwhale will you add some ghost in the shell armor from the movies and perhaps tvshows/games?
UEemperor 4 Oct @ 12:54pm 
Yep defo, i have a LOT of mods so its understandable that somin might not play nice.
themoistestwhale  [author] 4 Oct @ 11:12am 
@UEemperor Having gone into vanilla with the latest version of the mod and tested it, the Hediffs (perks) apply when worn and then are removed when taken off. If this is broken for you, then whatever mod is breaking it has broken vanilla as I am using vanilla code to do this (the same used for the blindfold apparel in Ideology DLC).

Whenever testing a mod for bugs use vanilla dev mode instead of EDB Prepare Carefully to avoid things like that from happening.
UEemperor 4 Oct @ 4:34am 
Another issue ive found using EDB prepare carefully, is that when i check out the visors, their "perks" remain even after i remove them, at least on the EDB prepare screen.

I have to manually remove them from the HEALTH screen.
UEemperor 3 Oct @ 1:02pm 
@themoistestwhale

Gotchu! Thanks for looking into it. Hopefully itll be an easy fix :)

And great to hear about modding! Comments are always helpful.
themoistestwhale  [author] 3 Oct @ 12:45pm 
@UEemperor Knowing that it's with CE changes things, since layers are different there for visors. I'm not exactly well versed with how stuff changes there when it comes to layers/apparel rendering, so I'll take a look at how it works there later. I did some experimentation already with changes and so far it was either I fix this and make it worse for so many other things, or I leave this at it is and keep a lot of other shit rendering correctly. Could be missing something super obvious though, so I'll keep looking later.

Also, if you're curious, you can view these defs such as this mod by going into your mod manager and opening the mod folder, then just straight up open the XML files in windows notepad (and edit them if you like). I often leave comments in my def files in case users want to edit something, so feel free to if you want to as well.
UEemperor 3 Oct @ 12:05pm 
Hmm, i thought that would be just a simple layer problem.

Ill give as much info as i can. (never modded rimworld)

-The balaclavas are from combat extended i believe. That or vanilla, if there is one (yes ive never played vanilla). Its a 2 hole type. (only eyes cutout)

-On EDB prepare carefully, its sorted into the SKIN (HEAD) category.


If youd like more info, we can do a quick add and call and show.
themoistestwhale  [author] 3 Oct @ 12:00pm 
@UEemperor Balaclavas aren't a vanilla item, you'll have to tell me what mod you're using for them. Can't exactly fix or account for a mod I know nothing about :p

There's also a decent chance that I can't fix it and it would (potentially) be on the other mod to do that, as these visors are drawing on layer 61 and are EyeCover under body part group Eyes, which normally would not conflict with something like that afaik.
UEemperor 3 Oct @ 11:39am 
Yo dude. The mod is cool, but theres a big issue with the masks being shown UNDER the balaclava. Would be nice to have a fix :)