RimWorld
dianne's defaults - Weapons [B18]
50 opmerkingen
KaT 9 nov 2018 om 4:56 
Oh thanks!!
KaT 8 nov 2018 om 18:13 
Just stumbled on this mod. It looks great. Any chance for a 1.0 update?
Funkky moneky 12 jul 2018 om 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 jun 2018 om 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 apr 2018 om 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  [auteur] 9 apr 2018 om 14:52 
You're fine lol :3
Wolffe 9 apr 2018 om 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 apr 2018 om 14:14 
Im Stupid and had never activated both mods together, but thank you! 10/10 Customer Service :D
:steamhappy:
Wolffe 9 apr 2018 om 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  [auteur] 8 apr 2018 om 15:49 
It's most likely caused by not having JecsTools installed, try installing that and place it above my mod :3
Wolffe 8 apr 2018 om 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 apr 2018 om 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 apr 2018 om 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 apr 2018 om 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 apr 2018 om 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  [auteur] 8 apr 2018 om 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 apr 2018 om 19:48 
It Gives me Error with Oversided guns or something like that Please Fix
Death Kwon Do 7 apr 2018 om 8:01 
Killface, huh? YE IMMA KILL SOME FACES WITH THOSE FACES ON
diannetea  [auteur] 7 apr 2018 om 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 apr 2018 om 6:19 
Can never get enough guns Reskins yus
Dewa 6 apr 2018 om 21:56 
yep, loading this before CE fixes it

cheers :3
Death Kwon Do 6 apr 2018 om 18:23 
Man forget the weapons, give me that bitching beard!
Ukarai 6 apr 2018 om 16:12 
Lovely <3
diannetea  [auteur] 6 apr 2018 om 15:05 
Might crack a few teeth, haven't tried. ;)
Hjack9090 6 apr 2018 om 15:02 
is this mod edible?
diannetea  [auteur] 6 apr 2018 om 11:22 
Yeah it won't affect saves.
Prince Of Wishes 6 apr 2018 om 11:01 
hey umm is it compatable with my currents saves
Dewa 6 apr 2018 om 10:14 
Ah, alright

I'll test it out when i can
diannetea  [auteur] 6 apr 2018 om 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  [auteur] 6 apr 2018 om 9:40 
Oh crap, it breaks it for everyone else, I gotta fix that too :O
diannetea  [auteur] 6 apr 2018 om 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 apr 2018 om 7:29 
Ah

It's probably combat extended that's doing that then
diannetea  [auteur] 6 apr 2018 om 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  [auteur] 6 apr 2018 om 3:41 
Oh, I bet you're right, I'll fix in a few hours.
Dewa 6 apr 2018 om 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  [auteur] 6 apr 2018 om 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 apr 2018 om 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 apr 2018 om 20:32 
alrite, cheers :3
diannetea  [auteur] 5 apr 2018 om 20:29 
I use patches to change just the textures, so yes it should be fully compatible :)
Dewa 5 apr 2018 om 20:25 
i know you mentioned it already but,

this is compatible with CE (combat extended) right? if i load the order correctly
diannetea  [auteur] 5 apr 2018 om 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 apr 2018 om 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  [auteur] 4 apr 2018 om 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 apr 2018 om 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 apr 2018 om 16:29 
@diannetea tyvm
diannetea  [auteur] 3 apr 2018 om 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 apr 2018 om 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  [auteur] 2 apr 2018 om 16:24 
Just the textures, you can use it with any other stat changing mods
The Rabid Otter 2 apr 2018 om 14:36 
So do the stats change, or just the textures?