RimWorld

RimWorld

Bandolier Over Anything
77 Comments
Phanlix 21 Aug @ 8:40pm 
Blah, thanks for checking man, that means it's definitely an issue on my end. I tried unloading vanilla apparel/accessories as well, which I'm pretty confident is the only other thing that could implicitly affect capes and no joy still. If I figure out where the conflict is I'll let you know. Thanks again for the response, you rule!
Shadowling09  [author] 21 Aug @ 4:10pm 
I downloaded the other mod and my layers work as intended, no matter at which order both mods load, with other mods I normally use too. It must be some other mod blocking it or maybe my mod doesn't loads for you at all for some reason.
Phanlix 21 Aug @ 11:14am 
The other mod is just a simple retexture. The author of Simple Cape and Hood Retexture states on their description that this mod is compatible and recommends it's use. So basically you're saying some other mod is likely affecting the cape and setting the layer to outer? Lame.

Wonder which one it could be. As far as I'm aware I'm not running any other mod that should affect capes other than this and the retexture, also I'm loading this mod dead last in the mod order so it should override other changes I had thought.

Well knowing that another mod is likely conflicting with this one, back to the drawing board I guess, thanks for the response!
Shadowling09  [author] 20 Aug @ 4:18am 
If the other's mod cape is set to outer, it means it is exclusive with Duster, Parka, Jacket etc just like in vanilla, which also means, with my mod, you can wear their cape and my cape together lol, I only changed layers for vanilla items + some eltex items from Vanilla Expanded
Phanlix 19 Aug @ 6:53pm 
So just tried this mod at the recommendation of the author of Simple Cape and Hood Retexture. So I'm reasonably certain these 2 mods are supposed to work together. I can see how hoods are set to eyes allowing them to be worn with helmets which is awesome, but as of now I'm examining capes and I don't see layer set to cape, I see it's set to outer. So I'm not sure if the mod is working properly at the moment.
Shadowling09  [author] 19 Aug @ 2:32am 
There was no mod settings in the first place.
Rovstam 18 Aug @ 7:15pm 
about the settings dissapearing.... it's not back :(
Rovstam 18 Aug @ 7:14pm 
i checked on the Gunlink. You could just assign it to the Eyes too. I would care nothing and be satisfiied.
Rovstam 18 Aug @ 6:57pm 
I don't understando
Shadowling09  [author] 18 Aug @ 5:07pm 
"I didn't added the integrator/airwire sets because there are already helmets in game that mix that function together and with my mod you would be able to put the original ones on top of those helmets."
Rovstam 18 Aug @ 3:38pm 
Currently airwire headset cant be worn with Helmets... can you make so it they can? Please :cozybrawlhalla3::cozybrawlhalla3::cozybrawlhalla7::steamhappy:
Rovstam 18 Aug @ 1:02pm 
Mod settings dissapeared
Rovstam 11 Aug @ 7:59pm 
Hey author... I know life is rough but could you please add "Veil and Mask" as a separate layer than Helmets

I'd like to have Veil/Visaje mask with Simple helmets/Flak helmets
Shadowling09  [author] 10 Aug @ 1:49pm 
It shouldn't collide with my layers
ZX Zero 10 Aug @ 10:50am 
Nice mod, it works with Addie's Mantles and Cloaks ? these mod add a extra layer too.
Shadowling09  [author] 9 Aug @ 5:29am 
It already does
Proxy 8 Aug @ 12:39pm 
Can it allow to wear capes with armor and Bandolier
NeinDao 8 Aug @ 9:21am 
thanks! gonna make a paladin order now :3
Shadowling09  [author] 8 Aug @ 2:35am 
Seems like it is, you can wear Hoods over helmets now. Please let me know if there are any problems with it.
NeinDao 7 Aug @ 1:56am 
could you make it possible to wear hoods over helms? i want the "hood over armor" ascetic :3
Latex Santa 6 Aug @ 9:40am 
Very nice. Now the Bandolier will stay relevant even when Cyber-Morgoth of the North Pole equips his genetically engineered Chad orc legions with power armor in my first-ever 1.6 game.
Rovstam 4 Aug @ 3:32pm 
Yeah the other mod author was just not wanting to listen to people and ignoring me.

I don't blame him or anything, it's not his job, but will replace it then, if that's how it is.
Shadowling09  [author] 4 Aug @ 3:13pm 
@Stokes52 glad my mod still finds it's use, thanks
Shadowling09  [author] 4 Aug @ 3:13pm 
@Rovstam it's safe to add mid save, when you remove the mod mid save it also shouldn't cause problems.
Stokes52 4 Aug @ 7:28am 
I ended up switching from Layers: Capes and Armor to this. The other mod was changing the layers of dozens of different clothing items, creating lots of weird instances where pawns were wearing multiple hats, etc, when I just wanted to wear capes over armor.
Rovstam 4 Aug @ 6:19am 
i really like the Layers capes and stuff but if the doesn't add compability with the Bandolier i will just replace it with this
Rovstam 4 Aug @ 6:17am 
Safe to add to existing saves?
Shadowling09  [author] 4 Aug @ 2:02am 
I didn't tested it, you're welcome to tell me if it is but I doubt it is. With my mod you can almost to the same anyway, as far as I know.
Rovstam 3 Aug @ 10:59pm 
Is this mod compatible with Layers: Capes and armor?

That mod doesn't add this for bandoliers and i really want it
Shadowling09  [author] 20 Jul @ 2:47pm 
Thanks for report, shouldn't be a problem anymore.
HeX 20 Jul @ 5:13am 
wearing gunlink alone (no hat/helmet) hides the pawns hair... Is that expected or do I have a problem with another mod? Tried playing with load order and disabling most suspicious mods but to no effect... So just asking here. In the end the pawn is not going to be running arond with just the gunlink anyway...
Shadowling09  [author] 15 Jul @ 4:42am 
I didn't wanted to add penalty since in vanilla it's not considered heavy item either. And they would carry all that ammo anyway, bandolier makes it easier to access, not increasing (already infinite) capacity. Another thing is yes, the mod is op but it doesn't enforces anything, it is up to player how they want to abuse it.
. 15 Jul @ 3:50am 
how about adding move speed penalty, its op and they should carry a lot of ammunition anyway
Shadowling09  [author] 14 Jun @ 4:34am 
Aight I did a quick test and it does works indeed. Thank you for helping with this @Nishe and I appreciate offer, if I'll get back to modding I will keep that in mind!
Nishe 14 Jun @ 12:13am 
If you do what I suggested that fixes it. The "EyeCover" layer is actually not used by any helmets in the game (they do cover the "Eyes" body part, but that's a separate thing to using the "EyeCover" layer). That layer is only used for the blindfold from Ideology.

It does seem to conflict with the blindfold, which is weird because they cover different BodyPartGroups, but that's the only thing it conflicts with, and textures work perfectly. You can wear it with all helmets, I've already tested it in game.

Btw if you want any help/advice on writing the patches/xpath and stuff I'm happy to help, I have a decent amount of experience with it.
Shadowling09  [author] 13 Jun @ 4:40pm 
On another note, I didn't even expected this mod to go this far lol, it caught attention enough to even get a rating, which is surprising since there's someone who made new one that works similar.
Shadowling09  [author] 13 Jun @ 4:38pm 
Hey, thank you for some insight on that, it does makes sense at least from what I remember in error code but yes, I still have no idea either on how to fix it and using existing layer will collide with helmets that cover whole face too (maybe even all of them, didn't looked into it) so it won't change any behavior.
When it comes to my way of patching things, I spent A LOT of time figuring out how <xpath> thing works and I'm really struggling till now lol, it seems I figured out it worked that way easier for me, I'm not really experienced in these stuff much.
Nishe 5 Jun @ 6:56am 
Hey @Shadowling09, after a couple hours of stuffing around I figured out what's causing the gunlink texture problem. Rimworld seems to be hardcoded to set certain layers as head apparel and others as body apparel.

It only assumes the vanilla head layers to be head apparel, and any newly added layers are assumed to be body apparel, which means it then expects textures for all the different body types, which it doesn't have because headwear doesn't have different textures for different bodies.

There doesn't seem to be an obvious way to specify in XML that a new layer is a head layer.

One workaround is to use the vanilla "EyeCover" layer instead of creating a custom one. That will put it on a separate layer to helmets. Achieves the desired effect and textures will still work.

Also, you don't need to use `PatchOperationReplace` on the whole apparel node. You can just use `PatchOperationAdd` to add that one field as a child node of the apparel node.
Shadowling09  [author] 14 Mar @ 11:45am 
Glad there's still some use to mine then lol
SuwinTzi 13 Mar @ 3:34pm 
So the Apparels mod puts the Heavy Bandolier on the Cape layers, together with the Duster. Guess I'm using this mod instead XD
SuwinTzi 10 Mar @ 9:31am 
Okay, thank you for the response.
Shadowling09  [author] 9 Mar @ 3:01am 
As far as I can see it's the same thing, it wasn't there when I made mine so didn't checked it.
SuwinTzi 8 Mar @ 3:13pm 
Hello, does your mod do the same thing or different from "Layers: Capes over Armor"?
Victor 9 Jan @ 4:46pm 
You can make it toggleable with XML Extensions, check my mods for examples of how to do it.
Shadowling09  [author] 9 Jan @ 4:12pm 
I'm not sure if it's safe to remove for people who are already using/have pawns wearing the gunlink on top of other things. Wish I could make it togglable from mod options but it apparently involves more programming skills so sorry I will have to keep it for now, didn't think about it when I updated it, I would rather make it buggy than straight up crash the savefiles.
Victor 3 Jan @ 4:37pm 
Alright, seems like you know, could you remove it from your mod, temporarily? You can select the code and Ctrl+Shift+Q with Notepad++ to comment it (I think you must select XML as the language first, though), Ctrl+Shift+K uncomments it.
Victor 3 Jan @ 4:26pm 
Gunlink is bugged: https://gist.github.com/HugsLibRecordKeeper/f798567b270e2a65de3f5662de84fbba error is caused when pawn equips one.
~_Athena_~ 7 Dec, 2024 @ 2:37pm 
thank you thank you!
Shadowling09  [author] 7 Dec, 2024 @ 1:46pm 
@~_Athena_~
I made layers for items from your linked mods. Seems to work fine but it was just a quick test.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3380209112