RimWorld

RimWorld

Vanilla Weapons Expanded
1,482 Comments
Roku神武 2 Oct @ 10:11am 
<color=teal>VEF.Weapons.Verb_ShootWithSmoke</color> cannot be used without <color=teal>MoteProperties</color> DefModExtension. Motes will not be thrown.
This error always appears. Plz help
Kane87 1 Oct @ 2:14am 
Does it work with CE and no patch?
Starempire42 25 Sep @ 8:59am 
The Shovel should have increased snow removal speed, well since it's a shovel...
negreaflorin687 25 Sep @ 7:50am 
anyone know a mod that allows me to change the dmg stats of weapons? i kinda wanna buff the flintlocks cause theyre just kinda meh and theres no reason to make them over makeshift weapons
SATANSFELCHERS 23 Sep @ 1:08am 
is there a mod to make this mod work with customize weapons mod? id like to put grips and scopes on the famas and the aug but there isnt a way to use VE weapons work with the weapon customization bench
lmchaykowski 21 Sep @ 6:49am 
@Zastaver use cherry picker to remove the items that you don't want
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3521312241
aph022182 15 Sep @ 4:49pm 
Vanilla weapon expanded, the framework and Harmony are the only mods I am running. some melee weapons like the long sword are flagged use with shield no and my melee pawns will not use the sword while in melee if they have a shield belt on. I am seeing this with about half the melee weapons any Ideas?
Zastaver 14 Sep @ 2:21am 
intresting thing about this mod, is i wish i could get it for just the crossbow, and other primitave weapons, but considering i use rimsonal, all the other weapons but say the flame thrower are basicly duplicates, and i mostly want the crossbow for VFE midevil 2. IS there a solution?
V∆ŁĶẎŘĒΞ 12 Sep @ 2:30am 
Верните 2х стволку , двухствольное ружьё и кожаный капюшон в ванилла аппарель экспандет
南宫逸 7 Sep @ 10:26pm 
tools?
Aldaraia 3 Sep @ 9:40am 
Guns will randomly disappear for me after drafting/un-drafting, anyone know a fix?
girk 1 Sep @ 9:02am 
all of the tools?
oinko sploinko 30 Aug @ 4:49am 
installed this purely for the tools only to realize they were removed despite still being listed
Leenday 30 Aug @ 2:56am 
Why did you nerf tools?
SabethDrake1 29 Aug @ 5:12pm 
I see some silly choices here, pretty sure great bow is a longbow.. also how is lever action faster than semi-auto? Anyway minor gripes bc the art and concept is really cool. Definitely trying this out
DerChozenVun 28 Aug @ 11:24pm 
Now this is just a suggestion for flavor, but my mind went to Road Warrior and I'm thinking "Boomerang" as a possibility. Looks great!
Futstub 28 Aug @ 12:52pm 
I can't find some of the items ingame, like the wrench, scalpel, cleaver, pickaxe... Anyone has an idea what I'm doing wrong?
Caboose 27 Aug @ 9:51pm 
the mod is broken for me atm...even after reinstalling , getting red X boxes everywhere
Rafterman 25 Aug @ 12:47pm 
The guns are white in color? Any idea of why this is?
Pompan 19 Aug @ 1:35pm 
Hey, maybe the whip should be craftable out of leather? Currently it can only be made using cloth.
🌈✨Darkeasterbunny 17 Aug @ 11:46am 
Will there be unique versions of the guns in the future? Does anybody know?
Aggropop 14 Aug @ 9:25am 
I recently got an Overclocked charge sniper rifle from an ancient soldier and the description says that it has an empty slot for one more upgrade. Anyone know where to find an upgrade or how to install it? Love the mod!
Shadowstone315 12 Aug @ 4:30am 
I´m not sure if this happens only to me, but that link to CE patch is not working. Could you please provide a new one? Thanks a lot in advance :)
Copy 11 Aug @ 2:47pm 
/Mid Game Add is Nto Harm Save?
uMadBro1911 8 Aug @ 9:19pm 
Can pawns that are incapable of violence wield fire extinguishers?
SKEL 7 Aug @ 7:58pm 
Wheres the tooooools
CullingCommando 5 Aug @ 10:51pm 
I like this mod... but had a complication. Using this and character editor made it so weapons don't work properly. I realized this when a charge rifle wouldn't shoot. Basically turned it into a paper weight. The pawns wouldn't target enemies, you couldn't even manually shoot.
Retrogam3r_96 4 Aug @ 8:25am 
@snuffsaid i would have a tools only version
SnuffSaid 4 Aug @ 1:50am 
Just noticed most of the tools (such as pickaxes) are missing, then Google tells me these were cut intentionally years ago to reduce "bloat": is this accurate? Seems like they would have been removed from the description by now if so.
What-ever 1 Aug @ 1:50pm 
I could be wrong but the fact that the charged shotgun only shoots 2 shots vs the chain shotgun shooting 3 makes the weapon kind of obsolete. Would love a buff to 3 shots at the cost of some range perhaps.
Lucio Magno 31 Jul @ 8:17pm 
We need a "vanilla unique weapons expanded" mod that gives new depth to that system (like weaker weapon mods that can be crafted maybe?) And also gives these vanilla expanded mod weapons unique variants! Also would be cool to see unique melee weapons...
[SR]Torishimo 31 Jul @ 6:37am 
Szczęść Boże, Panie Oskarze, wydaje mi się, iż gaśnica w Pańskim modzie jest, jak by to ująć lekko, niedoceniona. : D

Love your mod and your mindset. I always play vanilla, Im 20 years in games and game industry. Your mods are first mods I am using on daily basis. Just wanted to say thanks for your work!

And ask about donation possibility since link from steam don't quite work for me.
枫叶树人 31 Jul @ 3:21am 
<color=teal>VEF.Weapons.Verb_ShootWithSmoke</color> cannot be used without <color=teal>MoteProperties</color> DefModExtension. Motes will not be thrown.
龍林 27 Jul @ 3:34am 
weapon that can be modified has a suffix "_unique", so VEF weapon cant be specialized (currently) @狂想曲
Tracey 26 Jul @ 8:18am 
Got the error <color=teal>VEF.Weapons.Verb_ShootWithSmoke</color> cannot be used without <color=teal>MoteProperties</color> DefModExtension. Motes will not be thrown.

From what I found out it was caused by the Musket, but maybe Flintlock has the same problem because it uses the same ShootWithSmoke.
狂想曲 24 Jul @ 5:33pm 
Could you add the specialized weapons from the Odyssey dlc ?please!
VimWabbit 24 Jul @ 11:10am 
If you currently get errors loading this mod - remove the vanilla grenades expanded - the two in combination seems to kick rimworld to heck.
Necromenta 23 Jul @ 8:10pm 
For anyone wondering: This mod crashes the whole game when loaded with the Dev snapshot of Combat Extended, remove it from your mod list and it will work again - if someone can send a formal bug report to the devs that would be great.
Предплечье 21 Jul @ 4:55am 
Hey guys, did anyone had similar error? It seems I have no smoke for weapons, like in preview gif before FAQ
<color=teal>VEF.Weapons.Verb_ShootWithSmoke</color> cannot be used without <color=teal>MoteProperties</color> DefModExtension. Motes will not be thrown.
Koolice 20 Jul @ 4:41pm 
Anti Material Rifle hits mechs for 50 but doesn't actually do any damage to them. Anyone know why?
BOJangles 20 Jul @ 12:36am 
Anyone else have bugged OP flintlocks? Like a machine gun lol
AstroLex 19 Jul @ 1:42am 
Hello! I reaaly like your mod, but i have a feeling that it sometimes overwrite Odyssey unique loot weapons. Or please add a compability with Odyssey so your weapons may be with unique stats too. Beg you please.
bakezD 15 Jul @ 6:46pm 
@kait search for cherry picker on the workshop
coolicetee 15 Jul @ 1:14pm 
It would be awesome if some of these weapons could also be uniques using the odyssey system
Langfao 15 Jul @ 1:01pm 
@anarchybunny so I did find a solution and I am now loading most of the mods of the playlist lol. To everyone mentioning it is a mod issue, having a lot of mods installed does indeed make the game load into the main menu longer, but apparently there was an issue when the new Odyssey DLC launched thats mentioned in the google doc about rimworld that lists a bunch of widespread issues other players are having. The problem I was having is seemingly related to the game not loading shaders or something on startup for people with certain graphics cards. https://sites.google.com/view/void-archives/home/news-flash
Kait 15 Jul @ 8:02am 
is there any way to disable parts of the mod content ?

i like the industrial weapons but i'm kinda dislike having outlanders showing up with muskets
HandsomeGamerGuy 14 Jul @ 6:11pm 
@Langfao if you add a bunch of Mods, Rimworld will take longer to launch.
Usually if you hit a certain Spot its gonna "freeze/Don't Respond" to you anymore, just wait it out and it will launch normally.
Glass Shahk 13 Jul @ 3:36pm 
For whatever reason, muskets have a range of 45 in my game.

Posting this here in case someone would like to check their game to see what the range is in order to confirm whether or not the issue is just my game or the mod.
HF 12 Jul @ 10:02pm 
@langfao yeah, that's just how it goes even with a higher end computer. rimworld, as a framework, wasn't really meant to take on so many mods at once, so it freezes up for a little bit as it works through everything initially from what i can see. i've been hoping they'll work on improving the modding framework for a few years now, and them working on performance with this update is a good sign for that i think.
anarchybunny 11 Jul @ 8:35pm 
@Langfao, going through the EXACT same thing and have been combing forums to find an answer. Please let me know if you find anything! Been trying all day lol.