RimWorld

RimWorld

Star Wars KotOR Weapons and Armor
475 Comments
Triceracops 31 Aug @ 1:51pm 
Modular Weapons 2 is currently broken on world gen, preventing launching games with this mod or any dependencies activated...
garra30 30 Aug @ 11:06am 
Is there any way you could consider doing a version without ModularWeapons2? I and many others have had issues with integrating that mod into large load orders and it's pretty niche if you think about it (I know weapon upgrades were in KOTOR, just saying)
Z.E.R.T. 27 Aug @ 6:00pm 
is there any way to only play with star wars mod on without any vanilla stuff ?
Marsianer 23 Aug @ 3:56pm 
Can electrostaff be upgraded? Im confused, because I cant do that in a workbench, but I saw an uncraftable staffs with installed upgrades in the research tree
Luckspeare 22 Aug @ 11:41pm 
Errors when loaded with minimal loadout.

https://pastebin.com/5UhXj7Kt


I've attached pretty full details in addition to the HugsLib in the pastebin. I also detail an interaction with just SW KotOR Resources and Materials without this mod, with some further hopefully helpful information.
Gr13nSl1me 17 Aug @ 3:11am 
Ah, apologies, cancel the below - saw your post about missing rimpy dependencies lower down in the comments.
Gr13nSl1me 17 Aug @ 3:08am 
@guy762 - both Modular Weapons and Modular Weapons 2 are listed as a dependency under 1.6 in the About.xml. Would you mind confirming if this is correct please?

<li>kaitorisenkou.ModularWeapons</li>
<li>kaitorisenkou.ModularWeapons2</li>
Cook1981 16 Aug @ 6:49pm 
Anyone having any issues with not being able to edit Apparel policies? I noticed it after I added this mod. Really want to use it for my space themed playthrough.
Nimn 13 Aug @ 6:41am 
Nvm on my no shooting bug. No idea if it's this mod at all now because a base game autopistol is doing it. My ranged weapons went to hell.
Nimn 12 Aug @ 7:47pm 
Rimpy gave me that error, saying i didn't have the old modular weapons installed. Here to report for some reason my hunters, using the sith assassin pistol and sniper, modified, aren't hunting. They near the animal, but instead of shooting i get intense lag and no firing. The normal blaster rifle works, and melee with the group hunting mod works with the sith sword.
garra30 8 Aug @ 2:22pm 
Getting an error saying I don't have "ModularWeapons 2" installed, which I do. Could it be referring to the now outdated ModularWeapons?
neuromancer 7 Aug @ 11:16pm 
Tried loading again today after seeing the update to EBSG Framework and XML Extensions that were released today, and I'm not seeing any red errors on startup. So, I'll start a new game and see if anything explodes.
neuromancer 6 Aug @ 7:46pm 
I'm seeing some of the same errors as Billy. Specifically these:

Error patching SWCP.Core.JobDriver_AICastAbilityAtTarget - HarmonyLib.HarmonyException: Patching exception in method System.Void Verse.AI.JobDriver::Cleanup(Verse.AI.JobCondition condition) ---> System.Reflection.TargetException: Non-static method requires a target.

and

Error patching SWCP.Core.JobDriver_AttackHybrid - HarmonyLib.HarmonyException: Patching exception in method System.Void Verse.AI.JobDriver::Cleanup(Verse.AI.JobCondition condition) ---> System.Reflection.TargetException: Non-static method requires a target.

I'm also seeing a pile of errors related to this mod and the Melee Animation mod (which I confirmed to be suggested to be used). Seems to be related to animal weapons not having textures for MeleeAnim to use.

There are also exceptions thrown that are specifically related to the resources and materials mod, but are not (as far as I can tell), Harmony related. I'll put them under that mod.
Billy 6 Aug @ 4:04pm 
Might just be on my end but I think the EBSG Framework update from a few hours ago might have broken some of the Kotor mods, I'm getting new errors on startup and none of my pawns are rendering correctly on load.

https://gist.github.com/HugsLibRecordKeeper/30a5aa135c51c11085717873ae6a8625
GULÉ🏠 6 Aug @ 10:41am 
I'm getting red errors from this mod I think, could you please check?
https://gist.github.com/HugsLibRecordKeeper/0aef9ab3106a68320ab5c21d204329a5

Start of stack trace it says.
Aschevacuum 5 Aug @ 5:43pm 
Is it possible changing lightsaber damage type through crystals like old version? i'm using lee's light saber mod as well
guy762  [author] 5 Aug @ 4:46pm 
@5health oh I guessed wrong then, it looks like some "EMWH" mod has added new bodytypes to the game that your pawns accidentally generated with. you should be able to fix it by turning on dev mode and using the 'change body type' command
5health 5 Aug @ 6:18am 
@guy762 Still having the issue even after resubing.

https://gist.github.com/HugsLibRecordKeeper/341153bfe59e12e70f43b68d4fb6e4e7
guy762  [author] 4 Aug @ 11:49pm 
@5health resubscribe to KotOR Resources, KotOR Weapons, and KotOR Factions. I saw your earlier report and it was probably because you had another mod that coincidentally had the same file path as the vacsealed bodysuit, so I've updated the file paths of all apparel to be a bit more unique
5health 4 Aug @ 8:49pm 
I keep getting an error where the Bodysuit, vacsealed doesnt load the texture in game when equipped to a pawn. It always happens on the strike force team scenario. I uploaded the error both here and on the core, cause im not sure which teams/person would be able to fix it.

https://gist.github.com/HugsLibRecordKeeper/87a9f5ae75bbf4c722cf465ff753b8c2
guy762  [author] 2 Aug @ 10:33pm 
@Space Gandhi that's an issue with Melee Animations, won't be able to fix it for a day or two
Space Gandhi 2 Aug @ 10:04pm 
Hey im having a rather strange visual error where vibroswords appear tiny, They seem to work fine in combat but visually their model is closer to a comically small dagger than a long sword.
guy762  [author] 2 Aug @ 9:19pm 
@Aschvacuum I think the majority of the weapons and armor are tagged to spawn in vanilla exploration loot pools, and I've just added the Unique weapon tag to all of the "legendary"-tier weapons and armor in the mod so they should spawn wherever you'd find the new Odyssey uniques
Aschevacuum 2 Aug @ 5:20pm 
Thx for update. is it possible finding kotor weapons in ruins or vault?
Evan 1 Aug @ 6:54pm 
Hey for an unusual request, could you make it so the melee animations you used to use for the crossguard lightsabers (if you still have the file/info saved) applies to the Crossguard and Broadsabers of the Lightsaber mod? They did a much better job conveying "Bigass two-hander" than the current ones do.
guy762  [author] 1 Aug @ 2:09am 
1.6 UPDATE IS LIVE

DO NOT REPORT RIMPY MISSING MOD ERRORS, RIMPY IS INCORRECT!
Kadnlol 29 Jul @ 9:13am 
Same question for me, does this need 1.6 or does it run fine without it?
GULÉ🏠 27 Jul @ 2:23am 
Does this need 1.6 update?
Shaackle 24 Jul @ 1:25pm 
So stoked for 1.6! Prepping my mod list now.
Derranged Koi 21 Jul @ 7:26am 
good luck with the 1.6 update and conversion to modular weapons2 . looking forward to properly dressed Jedi
Guppi 17 Jul @ 11:01pm 
This isn't compatible with combat extended is it? Are there any comp patches?
RainyDaysComing 17 Jul @ 5:52pm 
when Im in the research tab the kotr tab dosent show all the options and i cant scroll down to look at them
guy762  [author] 13 Jul @ 5:00pm 
oh wait actually it seems like there's a lot of Github files in the folder that are taking up the same amount of space that the apparel textures are, I should take those out before I update
guy762  [author] 13 Jul @ 4:57pm 
@Big Cheese file size is from the apparel textures. a full set of body apparel is 32 images, and there is a *lot* of apparel in the mod
Big Cheese 13 Jul @ 4:22pm 
is the humongous file size from the customization feature?
Nutzgobbler 13 Jul @ 12:36pm 
cant wait to see the vehicle mod too
Nutzgobbler 13 Jul @ 12:35pm 
yay
guy762  [author] 13 Jul @ 12:29pm 
1.6 update is being worked on, currently in the middle of converting the mod to use ModularWeapons2. My goal is to have everything finished absolutely no later than two weeks from now, since I have to wait for some colleagues to finish up with their own projects to come and help make some planned overhauls.
Turbo64 13 Jul @ 10:58am 
When is 1.6 ?
nikita150u 12 Jul @ 12:05pm 
Why tf sabers weight more than 5 kg???
⚡ÆLP⚡ 11 Jul @ 1:29pm 
1.6?
Firebringer4 11 Jul @ 11:14am 
any chance this gets updated to use modular weapons 2.0?
Mug 28 Jun @ 4:49pm 
Color crystals for lightsabers are in caves, and can be bought from merchants or towns.
Gogglechu 26 Jun @ 1:25pm 
Could not find a type named LightsaberIntergration.JobDriver_TransformCrystal

Getting this error, maybe that's why I have no crystals? I'm sorry I know little to nothing about mods and coding
Gogglechu 26 Jun @ 7:47am 
Anyone know where to find colour crystals for lightsabers?
Big Cheese 22 Jun @ 2:21pm 
Will there be compatibility with Outer Rim?

Or a lite version?
Big Cheese 22 Jun @ 1:35pm 
This feels like a SLIGHTLY less vanilla friendly version of outer rim

Still cool though since Outer Rim doesn't have a lot of Old Republic content
LUK3 14 Jun @ 11:39am 
is it possible to update this to work with Modular Weapons 2?
BiggestVhagarFan 11 Jun @ 7:47pm 
Would it be possible to just have an apparrel version?
hestaby316 9 Jun @ 8:29am 
How do you check which armour/weapons are upgradeable. As so far only can click on the bench to upgrade a lighsabre even though tried a few armours and modifications(crafted and put in storage - colonist wearing different armours).