RimWorld

RimWorld

dianne's defaults - Weapons [B18]
Počet komentářů: 50
KaT 9. lis. 2018 v 4.56 
Oh thanks!!
KaT 8. lis. 2018 v 18.13 
Just stumbled on this mod. It looks great. Any chance for a 1.0 update?
Funkky moneky 12. čvc. 2018 v 14.35 
Ooh, this might fix the OCD issue Ive had with the borderlands-esk artstyle of the base game not matching RT's mod
Crazylegs299 5. čvn. 2018 v 11.04 
can you do an organ retexture to, I hate seeing all my spare organs and prosthetics being represented with a white box with a coloured strip, this has to be changed! and I think you can do it judging by this mod's quality.
ioci 15. dub. 2018 v 0.51 
Love the tribal weapon texture you made! The club finnally don't get a chicken leg look. And the bows! They all looks decent now! Love these reskin!! Well done!
diannetea  [autor] 9. dub. 2018 v 14.52 
You're fine lol :3
Wolffe 9. dub. 2018 v 14.20 
Sorry for putting so many comments btw im new with the whole community thing my bad just thought id let you know
Wolffe 9. dub. 2018 v 14.14 
Im Stupid and had never activated both mods together, but thank you! 10/10 Customer Service :D
:steamhappy:
Wolffe 9. dub. 2018 v 14.12 
Sorry im Retarded im had the mod but never activted it so my bad thanks for the help though 10/10 Customer Service, Thank You :D :steamhappy:
diannetea  [autor] 8. dub. 2018 v 15.49 
It's most likely caused by not having JecsTools installed, try installing that and place it above my mod :3
Wolffe 8. dub. 2018 v 14.32 
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Wolffe 8. dub. 2018 v 14.32 
Disregard Last Im Stupid Here
Could not find type named CompOversizedWeapon.CompProperties_OversizedWeapon from node <li Class="CompOversizedWeapon.CompProperties_OversizedWeapon" />
Verse.Log:Error(String)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Wolffe 8. dub. 2018 v 14.31 
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)


Wolffe 8. dub. 2018 v 14.29 
That is with only having the Core and mod active so yeah thank you ahead of time if you do fix this
Thank You!
Wolffe 8. dub. 2018 v 14.28 
no i do not and here is the code
Could not find type named CompOversizedWeapon.CompProperties_OversizedWeapon from node <li Class="CompOversizedWeapon.CompProperties_OversizedWeapon" />
Verse.Log:Error(String)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
diannetea  [autor] 8. dub. 2018 v 7.18 
@GunMaster22 Copy and paste the exact error please. Where is JecsTools in your load order? Do you have any other weapon/combat mods installed?
Wolffe 7. dub. 2018 v 19.48 
It Gives me Error with Oversided guns or something like that Please Fix
Death Kwon Do 7. dub. 2018 v 8.01 
Killface, huh? YE IMMA KILL SOME FACES WITH THOSE FACES ON
diannetea  [autor] 7. dub. 2018 v 7.56 
@Wolfieh I did some more complex patch operations with multiple graphics compatibility for CE and was able to retain vanilla throwables graphics working as well. So now you can choose CE or my graphics.

@[NGC]티엔티 that beard is from Killface's Facial Stuff.
Dagoth Brain Made Of Tired 7. dub. 2018 v 6.19 
Can never get enough guns Reskins yus
Dewa 6. dub. 2018 v 21.56 
yep, loading this before CE fixes it

cheers :3
Death Kwon Do 6. dub. 2018 v 18.23 
Man forget the weapons, give me that bitching beard!
Ukarai 6. dub. 2018 v 16.12 
Lovely <3
diannetea  [autor] 6. dub. 2018 v 15.05 
Might crack a few teeth, haven't tried. ;)
Hjack9090 6. dub. 2018 v 15.02 
is this mod edible?
diannetea  [autor] 6. dub. 2018 v 11.22 
Yeah it won't affect saves.
Prince Of Wishes 6. dub. 2018 v 11.01 
hey umm is it compatable with my currents saves
Dewa 6. dub. 2018 v 10.14 
Ah, alright

I'll test it out when i can
diannetea  [autor] 6. dub. 2018 v 10.07 
Okay, due to how I had to fix it, they'll only ever show up as a single item. If you want them to use the multiple textures from CE you'll have to load my mod first.
diannetea  [autor] 6. dub. 2018 v 9.40 
Oh crap, it breaks it for everyone else, I gotta fix that too :O
diannetea  [autor] 6. dub. 2018 v 8.34 
Okay, there are some textures in place that should fix them. Let me know if they're not working properly as I didn't test.
Dewa 6. dub. 2018 v 7.29 
Ah

It's probably combat extended that's doing that then
diannetea  [autor] 6. dub. 2018 v 7.16 
So it appears that they do not actually stack in base game, and it's another mod adding the stacking, but I'll make a few textures for them for stacks too :3
diannetea  [autor] 6. dub. 2018 v 3.41 
Oh, I bet you're right, I'll fix in a few hours.
Dewa 6. dub. 2018 v 2.08 
I think it's from your mod not having a texture for that amount of throwables

I'll see what's wrong in my end see if I can fix and then report back here
diannetea  [autor] 6. dub. 2018 v 2.07 
Wolfieh I'm not having that happen, make sure this is last in the load order, and that if you're using JecsTools that it's near the top (after Core and HugsLib I believe).
Dewa 5. dub. 2018 v 20.44 
also, frag grenades and molotovs show up as that "error" texture btw

dunno if it's from my end

https://imgur.com/a/m0mqX
Dewa 5. dub. 2018 v 20.32 
alrite, cheers :3
diannetea  [autor] 5. dub. 2018 v 20.29 
I use patches to change just the textures, so yes it should be fully compatible :)
Dewa 5. dub. 2018 v 20.25 
i know you mentioned it already but,

this is compatible with CE (combat extended) right? if i load the order correctly
diannetea  [autor] 5. dub. 2018 v 13.24 
Well, that's why you have to load JecsTools before mine, so it will use the .dll, maybe they were reversed in your order :3
ANIKI 5. dub. 2018 v 1.52 
It seems to be due to the mod not using Comp.Oversizedweapon.dll, but then again neither does yours Oo
I'm really not sure what causes to change what, but I managed to patchwork it by adding said dll to the patch folder. Thanks for your help
diannetea  [autor] 4. dub. 2018 v 14.57 
You'll probably have to bring that to the attention of the Medieval Times author, from what I can see you've done it properly.
ANIKI 4. dub. 2018 v 12.53 
Hey dianne. I added this line of code in the patch.xml file for medieval times for testing:

<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDefs_Misc[@Name = "MedTimes_Weapons_Melee"]/comps</xpath>
<value><li Class="CompOversizedWeapon.CompProperties_OversizedWeapon"/></value>
</Operation>

<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName="MedTimes_Melee_Claymore"]/graphicData/texPath</xpath>
<value>
<texPath>Things/Item/Equipment/WeaponMelee/MedTimes_Claymore</texPath>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="MedTimes_Melee_Claymore"]/graphicData</xpath>
<value>
<drawSize>5.6</drawSize>
</value>
</Operation>

The inventory icon of the weapon is scaling as it should, but it remains the same size when it's on the ground or in the pawn's hands.
The Rabid Otter 3. dub. 2018 v 16.29 
@diannetea tyvm
diannetea  [autor] 3. dub. 2018 v 7.26 
Yeah, it's the very first thing I do in my Weapons.xml patch file, if you're adding it to a new weapon just add the <li Class="CompOversizedWeapon.CompProperties_OversizedWeapon"/> to your def.
ANIKI 3. dub. 2018 v 5.09 
Do you mind teaching me how to resize weapons like your bazooka with jectools? I've been looking for a while for something like that for weapons and projectiles alike
diannetea  [autor] 2. dub. 2018 v 16.24 
Just the textures, you can use it with any other stat changing mods
The Rabid Otter 2. dub. 2018 v 14.36 
So do the stats change, or just the textures?