RimWorld

RimWorld

TSIND Power Armor QA
68 Comments
lucky_one 🍀 15 Oct @ 11:36am 
I posted a bug report (Typing it here since I know that sometimes the authors dont get the notification for the threads).

Cheers!
Addie Van Winters 9 Oct @ 7:16am 
i'll take a look at the masks this weekend :lunar2019coolpig:
tide{S}haper industries  [author] 9 Oct @ 4:47am 
Also; some of the mask for Addie's Retexture are missing or misaligned. This was an issue in the main mod itself already which I reported. I fixes a few 'on ground' masks myself (poorly) so they don't look too out of place, especially with re-colored armor - but there's still some issues with bodyarmor masks for some body types which I rather wait for the author to fix 'professionally' so I can update the versions used in my mod as well.
tide{S}haper industries  [author] 9 Oct @ 4:46am 
Hotfix:

Sorry for the inconvenience, but the missing DLC-checks are fixed now. If you're one of the unlucky people who managed to update the mod in this specific timeframe I would highly recommend to force a clean re-download from Steam. (Unsub from the mod, wait a few seconds, resub)

In addition, since some of the old texture were changed and new ones added, users who have converted their mod-textures to .dds should probably delete all the .dds-files in this mod and then remake them (avoid using RimPy for that, it's not working anymore for 1.6!)
tide{S}haper industries  [author] 9 Oct @ 4:24am 
Managed to miss a DLC-check in the settings-menu, causing errors when using the mod without Royalty DLC - if you can, keep your Steam from updating - will push a fix in a few minutes.
tide{S}haper industries  [author] 9 Oct @ 4:23am 
Changes:
- Added Addie's complete Power Armor Retextures as retexture options.

Fixes:
- Changed a few of Kilo's textures that were of odd dimensions.
tide{S}haper industries  [author] 7 Oct @ 1:16am 
Thx, I'd be happy to include them. Right now the selection is quite barebones anyways and I coincidentally have to do some backend stuff with the re-textures anyways. I'll probably set things up some time in the next days and then hit you up with the result. :)
Addie Van Winters 4 Oct @ 11:22am 
if you want, you can integrate my retextures from https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3544854088
tide{S}haper industries  [author] 29 Sep @ 2:49am 
Changes:

- Added support for Rimsenal: Feral - Rimsenal: Federation - Rimsenal: Harana - Skiritai Armor

Yeah... decided to finish them now instead of later :)
tide{S}haper industries  [author] 28 Sep @ 11:11pm 
Changes:

- Added support for Rimsenal: Murder diversified. No recoloring YET due to not all textures being currently able to.
Further Rimsenal content will come soon (likely this week) - I just wanted to get the biggest part out there, since it's overdue for months already.

- Refactored the whole optional setting for craftable Deserter armor. Solves some minor issues with the researchProjectDef showing up unnecessarily by patching it in conditionally. Not proud about that solution either, but it's still better I guess. Also solves an issue where the setting could be accessed even when VFEE wasn't loaded.

This change COULD trigger one-time errors under certain conditions. If you get sudden errors at startup, just open and close this mod's settings once. If you get some error at loading into the save, it should be resolved at the next save/load as well.
tide{S}haper industries  [author] 26 Sep @ 11:53am 
Changes:
- Added support for Ancient Mech Armors. No recoloring here either, due to items being pre-colored.
- Added/updated fixes for some helmet-masks in Altered Carbon 2 since they broke some new stuff when fixing the previous issue.

Fixes:
- Removed some accidentally left-in .dds files that got uploaded with one of the last patches and blew the mod-size up by quite a bit. Usually that shouldn't concern most users, but to make sure everything works in the best possible way on your end, you might want to delete any potentially left-over .dds-files in this mod.
tide{S}haper industries  [author] 5 Sep @ 12:32pm 
Nah, even if you have both versions turned on, the worst that can happen is that you're wasting a few milliseconds at start-up for the xpath running twice - there's no need to use the setting in both mods of course, but even if you do, there's no conflict or error showing up from it. It was more or less a conscious decision to mirror Donald's patch from VCR here, so that this never will be a compatibility-issue. In fact, the hands & feet patch technically shouldn't even clash with any other mod mod that 'regularly' adds the coverage to armors instead - both changes can coexist without really interfering with each other.
Poindexter1985 5 Sep @ 11:58am 
Sounds reasonable.

So what's the compatibility situation with VCR? I believe both of your hand/foot options can be disabled in mod options, so obviously one *should* only enable one. But if some hypothetical person* were to inadvertently enable both, would it break things, or would it be benign because they're redundantly making the same change?

*The hypothetical idiot that will probably do this in six months time after forgetting about the duplicated functionality is me.
tide{S}haper industries  [author] 5 Sep @ 10:38am 
What makes this patch different to most others is that it doesn't actually add the cover-information to armors, but changes the groups on the whole BodyDef instead:

If a BodyDef has a group where hands/feet are already present, it simply adds the arms/legs to them respectively. So the armor coverage basically auto-expands to them that way.
tide{S}haper industries  [author] 5 Sep @ 10:35am 
It's potentially not as smooth a solution I actually want it to be, but the niche of gloves/boots in RW is just hard to tackle otherwise. So I settled with VCR's approach which felt to be the 'smoothest' solution to me at least.
tide{S}haper industries  [author] 5 Sep @ 10:34am 
I'm using the same logic for hand & feet coverage in this mod as you can find in Vanilla Combat Reloaded. It applies to all types of armors (since it didn't make sense to limit it to power armor level stuff imo) and basically automatically adds hand & feet coverage for every armor/apparel covering arms/legs already. It's mostly meant for a glove-/boot-less environment, but also rearranges boots & gloves in a way so they still can be worn with the enhanced armor (they mostly just get put to different slots/layers to not interfere.)

So basically you get the armor-values of the body-armor for hands/feet but if you also use gloves/boots that give additional benefits (stat-offsets, etc.) those will still fully apply to your pawn. The latter part is mostly to bypass errors from pawnKinds that are supposed to use gloves/boots, which are otherwise causing errors at startup that they are meant to wear overlapping apparel.
Poindexter1985 5 Sep @ 10:23am 
I have questions about the armor coverage for hands and feet feature. Does this apply to ALL armor types, or just "power" armor?

How does the feature interact with the support for various glove and boot mods that would add overlapping coverage?
joe2_4 5 Sep @ 9:54am 
really appreciate this mod man, saved me making my own patch for like 4 mods lol
tide{S}haper industries  [author] 30 Aug @ 1:50am 
Changes:

- Added support for HALO - UNSC Faction (works with the inofficial fork for 1.6 as well)

No recoloring due to items being pre-colored.
tide{S}haper industries  [author] 28 Aug @ 1:08am 
Changes:

- Added support for Space Knights - Armor Expansion for VFE Medieval 2

Stats preliminary set according to the author's description (between recon & marine), no recoloring due to items being stuffed.
tide{S}haper industries  [author] 27 Aug @ 3:19am 
Changes:

- Added support for VAE - More Gloves and Boots
- Added support for Cat's Boots and Gloves
- Added some incompatibleWith info with smaller mods that overlap
- Housekeeping...
tide{S}haper industries  [author] 13 Aug @ 11:21am 
Changes:

- (Finally) added the missing vac- & cold-insulation to Altered Carbon 2 armors via the 'Mod Fixes' setting.
tata 11 Aug @ 6:24pm 
Thank you for answering my question.
I wish you success.
lucky_one 🍀 11 Aug @ 4:29pm 
Bro the log just killed me LMAO

And ye, I prefer dying the armors with ideology (even if it is tedious), but it just gives something extra to do.
tide{S}haper industries  [author] 11 Aug @ 6:06am 
@tata Depends on what you're referring exactly. Stuffed power-armor is probably a no - since it clashes with a few aspects of the rest of the tweaks in the first place. Stuffed armors also need a widespread re-balance of stuff-mat bonuses, since besides the plate armor, this was never meant to happen in vanilla. So most stuff materials either have no bonus at all, or achieve values that are all over the place.

If it's just about changing like the main material - like replacing plasteel with steel or something, that would technically be more possible to implement. But that would need some input about reasonable options, and how they affect the balance. Which means a lot of 'playtesting' I guess.
tata 11 Aug @ 1:42am 
Hello. Do you have any plans to add a feature that allows changing the materials for power armor in the future?
tide{S}haper industries  [author] 10 Aug @ 5:11pm 
Changes:

- Added support for Ancient Weaponry.
- Added temporary fixes for cold-insulation & vac-resistance values in Ancient Weaponry

(Author informed about the inconsistencies. Temporary fixes will be applied with the 'Mod Fixes' setting automatically, until fixed in the respective mod.)
tide{S}haper industries  [author] 10 Aug @ 9:06am 
Changes:

- Added support for the newly added prestige bladelink.
- Made the bladelink deserter helmet from the Bladelink mod craftable as well.
- Added temporary fix for the regular bladelink having the wrong shaderType after the recent update, preventing the item from being colorable. Issue reported to the author - fix will be applied with the 'Mod Fixes' setting.
Swordie 9 Aug @ 8:41pm 
Very based, awesome work.
tide{S}haper industries  [author] 9 Aug @ 12:37pm 
Changes:

- Added optional mod patches, starting with making deserter armor from VFE:Empire craftable.

Options to craft the absolver armor from the same mod, and the bladelink deserter helmet from the Bladelink mod will come soon. As always, input for balance is welcome!

Fixes:

- Changed the colorGenerator setting to also apply to crafted armors, which so far didn't all benefit from this feature. Things should be working fine after my own testing, but if you find any outliers, please let me know. Some 'hardcoded' spawning (quests, maps, etc.) can still bypass the colorGenerator and spawn armor in some colors predefined by other mod's code. As for the time being, there's nothing I can really do about it.
tide{S}haper industries  [author] 8 Aug @ 4:42am 
Bladelink support (partially - I'm still open for any suggestions) will go online in a bit. Also some preparations of the menu-structure for future features. Just keep in mind that whatever is tagged 'WIP' currently has no effect. :)
tide{S}haper industries  [author] 7 Aug @ 1:25pm 
Actually, that one is already on the list. Added it the other day to my list to check it out myself and decide what to actually do with it. So if there are any suggestions, I'm all ears. Unfortunately I wasn't really able to push any of the other changes/additions for the last week, since Steam is completely freaking out for me, randomly deleting mods every few hours and starting long file-validations at times, so working with mod-files was a big headache lately.

But I try get some of the new stuff online this weekend. Nothing particularly noteworthy - just more mod-compatibility & menu changes to prepare for the integration of warcasket patches...
Swordie 7 Aug @ 5:28am 
Hey, thought about adding the bladelink mod into this?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535749804
tide{S}haper industries  [author] 1 Aug @ 11:29am 
Thx, and; not an issue at all. There's always a chance for some weird interactions, so despite knowing that I don't touch layering at all (yet, at least ^^) I still had to check myself to make sure.
Zoe, the Bad Wolf 1 Aug @ 11:18am 
Sorry for the wrong report, then! :D
Thank you so much for your support! <3

And for the work in the mod. It is amazing. :D
tide{S}haper industries  [author] 1 Aug @ 10:32am 
Yeah, it's 'Layers: Capes and Armor' just by itself as it seems.
I have a feeling they are running into similar headaches I did until recently, trying to patch the armorBases directly. But I'm not familiar enough with the mod to really put my finger on the exact issue. Since it just updated recently, it probably just needs to be looked into by the author.
tide{S}haper industries  [author] 1 Aug @ 10:21am 
Seems weird - we're not doing anything to layers on armor here in the first place.
Can you just try loading the game without his mod - to see if the errors remain.
Maybe also trying without https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3344566457 for once, since that one also updated coincidentally in a similar timeframe and comments there suggest that they might have changed something significantly - enough to break ppls games via hash collisions it seems.

The errors in the log specifically tend to happen with mods adding new layers to gear in general - and THAT we're not touching even remotely either. So while I'm checking that mod on my end, to see what the issue might be try to find out if it's related to them.
Zoe, the Bad Wolf 1 Aug @ 9:30am 
@Author,
After this latest update, I am getting some errors which seem related to Alpha Mechs, in which some armors don't seem to have a layer.
https://gist.github.com/HugsLibRecordKeeper/55dec300b7d45cd245a7f18f3db1964d

Would you be able to help?
tide{S}haper industries  [author] 1 Aug @ 7:59am 
PSA: Put some MayRequires onto the wrong nodes. Only affects some of the new vacsuit-retextures and won't cause any issues. It just errors needlessly when you're not using those mods but have used their retexture in the past - so highly unlikely someone even runs into it. Please ignore for now - fix is already done, but Steam's servers are currently freaking out, so upload could take a while...
csc001 31 Jul @ 7:36am 
thank your reply ,i know :steamthumbsup:
tide{S}haper industries  [author] 31 Jul @ 1:24am 
@csc001 - I'm actuall mirroring Donalds patches there to be in line with his implementation (which is about the safest and smoothest I know of) - I don't have any toggle (yet) to deactivate the setting on my end if his version is active in VCR, but the fact is that you can have it toggled on in both mods just fine without getting any errors. The relevant patches just run twice at startup, which means a tiny few ms more startup time in the worst case.

In fact, you should even be able to use most other mod's patches for the same feature, since most of them directly add the hand & feet coverage to the armors directly. Donald's (and our) patch actually changes the body-structure of pawns, putting hands and feet into the same group arms & legs are already in. In other words; many other mod's patches to achieve the coverage only work on the apparel they are specifically written for - while our implementation is just a global solution that works for all clothes out of the box.
csc001 30 Jul @ 11:29pm 
thank you mod:steamthumbsup:
i have a question : when i use Vanilla Combat Reloaded 's Armor Covering Hands & Feet setting,
if i also enable your TSIND Power Armor QA
should i enable your Armor Covering Hands & Feet?or just choses one Armor Covering Hands & Feet setting is ok
thank your mod again
tide{S}haper industries  [author] 28 Jul @ 1:12pm 
Fix should be up - reminded me on how buffed those helmets are just in general :D
https://i.imgur.com/FTCUShB.png
tide{S}haper industries  [author] 28 Jul @ 1:06pm 
Well, the one who causes a problem is me in this case. I managed to roll back the already working patches to an older set while hunting down a bug in the patched mod itself, and then additionally managed to glance over it while testing the changes...

I'm having the fix up in a few minutes - as with the prior case; I recommend unsubbing & resubbing to the mod to ensure Steam properly updates it (there's currently widespread issues with that again.) In addition you might have to edit the helmet in question there by hand. I would recommend Character Editor for that - it's quick and easy to add the missing stats with it. Would be a waste for a relic helmet to not have its buffs. :)
Rondson 28 Jul @ 12:59pm 
Sorry for causing a problem, although. I remember you from the troubleshooters on Ribworld's discord and you helped me plenty in the past. Best of luck with the endeavors!
tide{S}haper industries  [author] 28 Jul @ 12:31pm 
Not a feature, that much I can say. :)
But yeah, that is on me. I tell you, this one particular mod... Will push the fix in a bit, might take me a while though. Overhauling all its patches to prevent that type of thing in the future.
Rondson 28 Jul @ 10:56am 
Greetings, Tideshaper!

https://gyazo.com/72340c6d4ab3fa32e6bcc9ea3f3e513e - exposition #1 - settings

With those settings on, armors from altered carbon seem to loose it's buff, at least helmet sure does:

https://gyazo.com/8c8cdc64cbcd391a636e698fa1c9eb55

Bug, feature, load order or some other issue that comes in a way?
tide{S}haper industries  [author] 28 Jul @ 3:33am 
@The Iron Rose - Thanks for the report, I've hardened all colorGenerator patches, which was planned anyways. Technically that should avoid every case of this happening again. That said though; I'm not fully sure how your specific case could have happened to begin with...

With Steam being Steam, I recommend unsubbing & resubbing (after a moment or two) to the mod to make sure you're getting a proper update. Please let me know if you still get the (or any other) error - since it's a weird case and I couldn't really discern which other mod triggered it.
The Iron Rose 27 Jul @ 6:32pm 
lucky_one 🍀 26 Jul @ 7:21am 
Fantastic! Thanks for your time boss. :er_heart:

I see you are still fighting your demons with the recon helmet fix lmao