RimWorld

RimWorld

VVE - Secondary Weapons
178 Comments
Spiller2800 2 Sep @ 7:08pm 
@050 Literally just discovered that right as you replied, thank you so much man, that mod is awesome! And appreciate the quick response! <3
050  [author] 2 Sep @ 7:07pm 
@Spiller2800
It's all good! The coaxial and bow MG uses .30-06 Springfield.
Spiller2800 2 Sep @ 6:54pm 
@050 Hey man really sorry to ask, but can't figure it out for the life of me. What ammo does the Coax and Bow MG take on the Bulldog? 7.62x51?
050  [author] 15 Aug @ 5:47am 
@veryinky
Doesn't affect gameplay, but the error shouldn't show up now.

@Cryptsy Satoshi Ruby
Couldn't reproduce these bugs (anymore?), hopefully fixed after Steam rolls out the update!
Ruby 9 Aug @ 12:38am 
I am having issues with the Mule its allowing me to start the install of the gun upgrades but when I try to force a pawn to build it no option is showing up. pawns wont automatically build it either. I have all the steel and components needed as well
Cryptsy Satoshi 8 Aug @ 12:57am 
Im am having the issue with the TANGO breaking on performing the cannon upgrade from this mod. Happened to break my save today, confirmed with debug mode that it was the tango's cannon
veryinky 4 Aug @ 12:40pm 
I was getting red errors on launch, "Could not resolve cross-reference: No Verse.ThingDef named Bullet_Marshal_MainTurret found to give to Vehicles.vehicledef TGBM Paladin MGS Turret", Marshal is from the Tier 3 expansion, this mod requires it?
Smash Phil 4 Aug @ 9:34am 
the most recent hotfix in VF (version 1.6.2066) should address remaining issues with upgrades, including the issue where smokepop upgrades for VVE vehicles (such as Tango) would break upon reloading the save.

There will be another round of fixes in a week or so, if you happen to encounter any more just notify me and I'll take a look.
carriertank 3 Aug @ 4:56pm 
My guess would be the game, after loading a save, failed to recognize the smoke-equipped turret because the id doesn't reference it, IMO. As a potential quick fix, remove the smoker for all those vehicles so they will no longer despawn. Then if it works, as a more definitive solution, make the launcher a separate upgrade dependent on if the turret is installed, or maybe as a body upgrade. Anyway, this my take on the matter, hope it help.
050  [author] 3 Aug @ 12:45am 
@carriertank
Had that bug too. Honestly have no idea how to address it, it might be a Vehicle Framework thing since 1.6 broke mods more than expected.

@Church.exe
Red errors on launch should be fixed in the newest patch!

@Wrecker013
Actually a feature I forgot to mention. Some vehicles, especially military vehicles now have increased crew count based on their real counterparts

@Sumatris
Can't seem to reproduce the bug now, but let me know if it still happens.
Also, don't forget that one can use dev mode godmode to respawn vehicles. Upgrades can also be used for free while using Godmode. (Cheat, but a workaround for odd bugs like those)
carriertank 2 Aug @ 3:28pm 
I did some testing and can confirm every vehicle upgrade which add turret equipped with a smoke grenade launcher, bug at saving, resulting with a missing REF and disappearing if saved and loaded again. Don't have a log just save/load test everything after my highwayman glitch out me.
Church.exe 26 Jul @ 8:25pm 
Whenever I launch the game with Harmony, Rimworld, Royalty, Ideology, Biotech, Anomaly, Odyssey, Vanilla Expanded Framework, Vehicle Framework, Vanilla Vehicles Expanded, and VVE - Secondary Weapons I get several red errors on the main menu.

The errors (for some reason) seem to change based on if I have the other Vanilla Expanded vehicle mods enabled (such as Upgrades, Tier 3, and Tier 3 Upgrades) but if I disable this mod I get no errors, and if I have this mod enabled I do get errors.

I don't think this is relevant, but I'm also playing the windows version of the game through proton. (due to the fact that some mods, annoyingly, use windows-specific paths that don't work with the linux-native version of the game)
Wrecker013 25 Jul @ 9:54am 
I'm running a large modlist so this might not be the case, but I've narrowed down that the Louie from VVE - Tier 3 has 3 pilot and 15 passenger slots when this mod is enabled when it should have 1 pilot and 5 passenger slots.
Sumatris 25 Jul @ 5:46am 
One of the basic upgrades for the Tango APC (I think it's the one that requires two exhausts) just deletes the entire vehicle once it finishes. Lost two Tangos this way by now. I fortunately don't need the vehicle all that urgently, and I can eat the costs of the lost resources, but it does mildly annoy me because I like the Tango ^^. It seems other commenters already ran into similar issues lately, so consider this another one for the pile. Awesome mod regardless, though, keep up the good work! :-)
050  [author] 23 Jul @ 2:32am 
Latest RimWorld patch as of today might have resolved it.

"Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods)."
050  [author] 23 Jul @ 1:55am 
@D-Shark @Krikovovich
Seems to be the same error I was dealing with, with the Bunsen/Roadkill's coaxial MG upgrade so I just integrated them into the vehicle. Errors suggest textures are missing even though they aren't.

Might have something to do with 1.6's multi-threading that's causing texture problems and making features inaccessible, since it worked just fine back in 1.5 with the same exact textures and directories.

Honestly not sure how to deal with it. Let me know about anyone's thoughts on this.
Krikovovich 22 Jul @ 6:04am 
Hi, this maybe a weird issue and not that important but i cant seem to place the door guns on the louie for some eason, instead of being the normal upgrade box sizes they are kinda small so maybe the UI is causing them to have some issues?
D-Shark 20 Jul @ 9:40am 
P2
D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:611
at Vehicles.ITab_Vehicle_Upgrades.DrawInfoPanel (UnityEngine.Rect rect, System.Single padding) [0x001b2] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:582
at Vehicles.ITab_Vehicle_Upgrades.DrawGrid (UnityEngine.Rect rect) [0x00484] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:470
at Vehicles.ITab_Vehicle_Upgrades.FillTab () [0x000ce] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:277
at Verse.InspectTabBase+<>c__DisplayClass19_0. <DoTabGUI>b__0 () [0x00039] in <981a33edf24d499488b0f820d94638e1>:0
D-Shark 20 Jul @ 9:40am 
P1 Heres is log i catched:
Exception filling tab Vehicles.ITab_Vehicle_Upgrades: System.NullReferenceException
[Ref 5655ECA7]
(wrapper managed-to-native) UnityEngine.RenderTexture.get_width(UnityEngine.RenderTexture)
at SmashTools.Rendering.RenderTextureDrawer.Draw (UnityEngine.Rect rect, System.Single scale, System.Boolean center) [0x00023] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\SmashTools\SmashTools\SmashTools\Rendering\Gui\RenderTextureDrawer.cs:52
at Vehicles.Rendering.VehicleGui.Blit (UnityEngine.RenderTexture renderTexture, UnityEngine.Rect rect, Vehicles.Rendering.BlitRequest& request, System.Single iconScale, System.Boolean forceCentering) [0x0006b] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Utility\Helpers\Rendering\VehicleGui.cs:129
at Vehicles.ITab_Vehicle_Upgrades.DrawVehicleGraphicComparison (UnityEngine.Rect rect) [0x000ce] in
D-Shark 20 Jul @ 9:38am 
Hello there! Thanks for awesome mod! Sadly has an issue - in one moment when you press at upgrade button, there console error occurs and then no any graphic/button appears in upgrade window.
050  [author] 19 Jul @ 11:38pm 
@hkfog
I'm sure it has something to do with the newest update, which I thought wouldn't affect existing saves as much as it did.
Only solution I can come up with now is simply respawn the vehicle using Dev Mode Godmode, apologies for the inconvenience..
hkfog 19 Jul @ 10:54pm 
Paladin's turret gun replacement cause issue after a save, it seem to working normal when it is installed although after loading a save with the gun replacement it start spawning red error and if it is not notice by player(my case) and get another save, the vehicle can't load in the next save and disappear
Can reproduce this on a new save with only all DLC and required mod load
050  [author] 19 Jul @ 6:56pm 
@bandwagon1011
Can't seem to reproduce this issue. Were any mods removed or added mid-save? Might be a problem related to adding mid-save...

@Total FLY Death
Just investigated it, only happens when Vanilla Vehicles Expanded: Upgrades isn't loaded. Shouldn't affect gameplay, but will be gone by the next update/patch!
Hawkefire 19 Jul @ 10:07am 
@Ecr this might be because the pawns dont automatically board the vehicle. In the world map screen, select the caravan, then select the pawns tab, then drag the pawns into the pilot/passenger spots if they are presently not boarded onto the vehicle.
Total FLY Death 19 Jul @ 8:13am 
actually i got 2 red error messages one for the short barrel and long barrel for the roadkill
Total FLY Death 19 Jul @ 8:12am 
this is a red error while i started the game on the main menu
Total FLY Death 19 Jul @ 8:12am 
[VVE - Secondary Weapons] Patch operation Verse.PatchOperationReplace(Defs/Vehicles.UpgradeTreeDef[defName="VVE_Roadkill_UpgradeTree"]/nodes/li[key="ShortBarrel"]/upgrades/li[@Class = "Vehicles.TurretUpgrade"]/turrets/li[turretDef="Roadkill_MainTurret_ShortBarrel"]/drawLayer) failed
file: D:\Steam\steamapps\workshop\content\294100\3459650108\Common\Patches\VVEOnly_ContentPatch.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Total FLY Death 19 Jul @ 8:12am 
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
050  [author] 19 Jul @ 3:24am 
@problems and errors
The Mule not shooting turned out to be a problem with Vehicle Framework itself. It'll be fixed in the next VF update, thankfully...

Due to a problem with Roadkill and Bunsen's coaxial MG upgrade, it has been integrated into the vehicle. Now they come with a coaxial MG instead of needing an upgrade.

Errors don't show up on the log when I start the game with the mod now, but since I did make quite some changes to optimize the code, let me know if there are any problems related to this mod regardless!

@Ecr
Things related to caravan traveling is related to Vehicle Framework itself, but let me know if any specific errors about this mod show up.
Ecr 17 Jul @ 7:53am 
my favorite mod! but theres something wrong with car traveling

(1)through you can choose animals as passengers,it will go wrong

(2)when you use the "form caravan" button of a camp(theres no problem with colony) in the world map,the caravan is likely to sleep forever and dont move on the world map.

After testing,i found that the safe way to form caravan from a camp is to build a "caravan hitching spot" in your camp and use the "form caravan" button of this spot to form your caravan.(not in the world map):steamhappy:
Freya 17 Jul @ 6:05am 
for some reason the heavy machine gun on the mule isnt firing for me
Varien 16 Jul @ 12:45pm 
oh, I cant do a lot of the gold upgrades in general. Just no prompt for it when I select them.
Varien 16 Jul @ 12:34pm 
Noticing I cant upgrade the Roadkill, doesnt give me the upgrade prompt when I select for example, engine cover or the coaxial machine guns. I can upgrade the cargo capacity and those silver upgrades, just not the gold ones. I think the UI is bugging out when I select it too.

I can upgrade other vehicles fine. No other combat mods installed.
050  [author] 16 Jul @ 4:43am 
@Little Whispers
It's fine. Theoretically I could use other mods' weapons as an upgrade ingredient, but I wanna keep it simple and consistent with just costing steel and components.
I'm gonna leave it to someone else to change the ingredients into something like that...

@WiFiN
Can't seem to reproduce the error... Let me know if it causes other problems, though.

@Narberall gar
It uses .50 BMG.

@Brumes Wolf
Looking into it!
gar 15 Jul @ 6:31pm 
probably 7.62x51
Narberall 15 Jul @ 8:41am 
What bullets needs for pintle MG on Bulldog?
Brumes Wolf 15 Jul @ 6:09am 
I am getting 4 similar errors after the recent update, this is on 1.5, with the most recent workshop version of vehicle framework/vehicle mods, and the latest github release for combat extended.

[VVE - Secondary Weapons - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/Vehicles.VehicleTurretDef[defName="TGBM_WindowMMG"]/autoSnapTargeting"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: \3459650108\Mods\CombatExtended\Patches\ExistingTurrets_CEPatch.xml

Same error also shows for "TGBM_WindowHMG", "TGBM_WindowMinigun", and "TGBM_VVEPintleMMG"
Phreeze 15 Jul @ 5:44am 
I love the Driverjak you made. Downloaded instantly.
WiFiN 15 Jul @ 12:59am 
Got this error today on stratup:
XML error: Duplicate XML node name projectileOffset in this XML block: <Vehicles.VehicleTurretDef ParentName="VehicleTurretBase"><defName>TGBM_Paladin_MGSTurret</defName>
Little Whispers 14 Jul @ 11:56pm 
Not sure if adding my 2 cents in is warranted, but I really like WiFiN's idea. What if you just need the closest weapon that's in the game to the secondary weapon you wish to add, then some extra materials that you'd be using to "modify" that weapon it to the secondary weapon that you're adding to the vehicle? Then maybe patch methods to inject more apt weapons for the technology or something. Still very new to Rimworld modding with making a few patches for my own use. Love the mod though!
WiFiN 14 Jul @ 12:28pm 
Thanks, nice to hear!
050  [author] 14 Jul @ 4:35am 
@ all
Should be usable with 1.6 when Steam rolls out the update. Also comes with 2 new Paladin turret options roughly based on the M1128 MGS and M1296 ICVD. Again, with textures I made instead of copying from another mod.
Let me know what you think about them!

@WiFiN
That's actually something I forgot.
I can add research prerequisites in a future update, but I'll stick to requiring steel and components for upgrades since they don't have things like an M240B or M2HB in the base game to make as a requirement... Also wanna keep it simple enough.
WiFiN 14 Jul @ 3:23am 
Any chance to add research prerequisites for upgrades? Kinda strange to be able to add LMG to a vehicle when you can't craft one yourself. This or add the actual weapon to the upgrade recipe - would be even better.
koze_2001 13 Jul @ 11:35pm 
:)
astonvt 12 Jul @ 9:57pm 
1.6 pllssss
TheBellico 12 Jul @ 10:36am 
@050 im play hardcore SK rimworld. u mod dont shooting
Umbra 12 Jul @ 6:30am 
I'm just waiting for this mod to be updated to 1.6 because my old version is breaking my colony that I spent half a year on. I don't really want to create a new colony.
050  [author] 12 Jul @ 4:54am 
@Phantom Umbra C0lin2000
Currently facing some bugs right now since the game just updated, but don't worry as the mod is still being worked on!

@TheBellico
Which vehicle and upgrade was it? Sorry, I didn't understand it...
Phantom 12 Jul @ 1:22am 
Will it get updated to 1.6?
Umbra 11 Jul @ 9:38am 
Update this for 1.6