RimWorld

RimWorld

821 ratings
Customize Weapon
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Mod, 1.6
File Size
Posted
Updated
3.876 MB
17 Aug @ 1:29am
8 Sep @ 9:08am
26 Change Notes ( view )

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Customize Weapon

Description
Customizable Weapons

Instead of crafting a dozen single-purpose weapons, why not unlock the full potential of one? This mod provides comprehensive support for weapon modification!

Features

Ready to Go
This mod includes a built-in customization framework and comes with native support for vanilla weapons and modules. All vanilla weapons, including those from DLCs, can be deeply modified. Want to add a high-powered scope and an underbarrel grenade launcher? It works right out of the box. The choice is yours.

Dynamic Performance
A weapon's performance is no longer factory-spec; it's determined by your modifications. Attach an extended magazine for superior firepower, use an armor-piercing barrel to punch through thicker armor, or launch incendiary shells to clear out indoor targets. Some unique modules can even grant special abilities.

Visual Experience
Every module you install is visually represented on the weapon's sprite. What you see is what you get. A long barrel makes the weapon look longer, and a vertical grip appears right where it should be. It's intuitive, just as it should be.

Personalization
The weapon in a colonist's hands writes its own legend alongside its owner. Give your favorite rifle a fearsome nickname and a custom paint job. Let the raiders get a taste of your Dragon Lore.

Immersive Realism
Weapon modules are actual items in the world. They can be crafted, traded, looted from enemies, or received as quest rewards. Your colonists will also need to spend time to actually perform the modifications.

How to Use

Vanilla weapons must first undergo a modular upgrade before they can be customized.

  1. Build the "Module Bench". This is used for the one time upgrade of vanilla weapons.
  2. Perform the "Modular Upgrade". This equips the weapon with universal interfaces and tactical rails.
  3. Select the weapon, click the new button on its info panel, and enter the modification screen.

For most modded weapons, you can often skip directly to step 3.

FAQ

  • How is the compatibility?
    Excellent! It is theoretically compatible with the vast majority of mods.

  • Is it compatible with mod weapons?
    That depends on your definition of compatible. Any weapon mod will work without errors. Those with specific features for this mod will be expanded and enhanced.

  • How is this different from ModularWeapon2?
    The explanation from the author of ModularWeapon2 can be found here.

  • Does it support the unique weapons from the Odyssey DLC?
    Support will be added in a future update.

  • Is it compatible with Combat Extended?
    It is not compatible at this time.

  • Can I add it to an existing save?
    Yes, but as the mod is under active development, it is not recommended for critical playthroughs just yet.

  • Can I remove it from an existing save?
    Yes. If you encounter any issues, please report them to me.

Known Issues

This mod is still under active development. The following non-critical issues will be addressed in future updates:
  • Some modules may have unbalanced stats or misaligned graphics.
  • Reloadable modules like grenade launchers will have their ammo count reset after the weapon is reloaded.
  • When modifying a weapon lying on the ground, opening the menu again mid-progress may cause errors. Please wait for the current task to complete before issuing new orders.

For Mod Authors

This mod was designed from the ground up to be a Framework. It is performant, highly compatible, and extremely extensible. You can easily make your weapons compatible with the customization features. For details, please see the: Modding Guide[cwf-kit.pages.dev].



Community & Feedback

  • Feedback & Issues: Discord[discord.gg]
  • Project Repository: GitHub[github.com]

Thank you for your subscription and support! If you enjoy this mod, please consider giving it a thumbs up and leaving your valuable feedback.
Popular Discussions View All (2)
0
1 Sep @ 12:11pm
Bug texy
Paganizer
0
23 Aug @ 5:35am
BUGS
苒苒
310 Comments
Tucker 12 hours ago 
There needs to be a way when making bills for mods to tell which weapons they can be applied to. I have a customized Charge Lance and apparently you cannot attach 2x, 4x, or 8x scope, nor an extended barrel, and heavy, piercing, hi power, and tox rounds cannot be attached. Iron Sights don't work either. I am spending a lot of time just making all the mods to see which one can actually be attached.
BroHawk 17 hours ago 
Just tried running both and they seem fine except the weapons with "Customized" in the name are supersized visually.
Silver 18 hours ago 
发射器怎么加啊,兴冲冲的想加个EMP外挂发射器模块发现哪把都加不上去
BroHawk 7 Sep @ 7:42pm 
Would it be a bad idea to run both this mod AND MW2?
Epoch_SoC 7 Sep @ 2:17am 
现在有计划做各种模块所需的科技和资源平衡么?现在的模块都是同样价格,没有随着科技一点点改强的效果
john HellDiver 6 Sep @ 11:55pm 
VE weapone 무기도 추가 해주실 수 있습니까?
Anker 6 Sep @ 3:53pm 
I've noticed MTP is currently incompatable with a lot. Including new saves, where Cryosleep Sickness will never, ever wear off.
Fenrir 6 Sep @ 2:36pm 
Hey quick FYI: Multi Threaded Pawn is incompativble with this. It causes modules to not register or straight up crashes with it
Anker 6 Sep @ 11:38am 
Once this one's done enough, this one could easily be forked into a melee weapons equivilant. Sharpened blades, padded handles, weighted heads, toxic and fire and electric damage add-ons, reduced weight... Plenty of options.
Watakaze 6 Sep @ 9:35am 
I really like this mod but be warned this mod is partially incompatible with [XND] Proper Shotguns (Continued)
it working fine as long as you did not install ammo for any customized shotgun which if you will, it gonna crash your game.