RimWorld

RimWorld

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[HRK] Gun Nut - Kel-Tec Firearms
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Mod, 1.4, 1.5
File Size
Posted
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18.315 MB
6 Mar, 2021 @ 9:19am
12 Apr @ 2:46am
18 Change Notes ( view )

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[HRK] Gun Nut - Kel-Tec Firearms

In 1 collection by Harkon
HARKON'S GUN NUT COLLECTION
11 items
Description



[ko-fi.com]



WELCOME TO GUN NUT - KEL-TEC FIREARMS!

This mod adds some of the catalog of the american firearms manufacturer Kel-Tec.

This mod was funded by IrradiatedKitten on my Modding discord[discord.gg].

Gun Nut is a mod series that focuses on giving the player the ultimate upgrades for real life and fictional weapons while trying to keep a vanilla feel in balance and artwork. This mod can be played in vanilla or with combat extended.















Kel-Tec firearms are sturdy, semi-automatic civilian weapons. Kel-Tec bullpups follow the same philosophy that you find in VWE - Quickdraw. These firearms allow you to quickly respond to sudden enemy encounters, as they allow you to reduce the aiming time to zero. There are drawbacks however - whilst these weapons fire a little bit faster than their vanilla counterparts, the cooldown after firing the shots is slightly increased.
  • Suppressed weapons will give a small boost to hunting stealth.
  • PDWs/Pistols/SMGs are usable with one hand (requires VEF or CE).
  • Sniper rifles only spawn on sniper pawns.
  • Heavy weapons reduce pawn movement in vanilla.

Camo/Texture settings


There is two ways to choose camos for your guns:
  • With the settings menu you can change, per gun, the "base" weapon texture. The benefits of this is that it gives you more control but all the "base" weapons will be changed.

  • With ideology styles you can change the texture of all the weapons crafted by the faction. This option is good for RP but it lacks the control of the first option.

  • Both options can be used at the same time without problem.

  • A mod that allows you to select more than 3 styles like Vanilla Ideology Expanded - Memes and Structures can help with the second option.





- This mod is compatible with Combat Extended. KSG shotguns can use the UBGL/Attachment system, check the settings when CE is loaded.

- This mod replaces the KSG from CE Attachments.



Q: Can the mod be added to existing saves?
A: Yes.

Q: Can the mod be removed from existing saves?
A: Is never a good practice to remove mods from ongoing saves. That said, this mod is quite simple and you should be able to fully remove it if you do it properly.

Q: Where do I craft these new weapons?
A: At the machining table or at the fabrication bench if they are tagged as spacer, charged or something of the sort.

Q: Why does the recipe for some of the weapons requires chemfuel/wood?
A: This may only be a CE thing but It is because most of this weapons have plastic, polymer or wooden parts and I like to reflect that in the crafting cost of the weapon.

Q: Are the weapons properly balanced? (Vanilla)
A: I try to balance my weapons as good as I can, however, if you see any number that sticks out too much please let me know in the comments or join my discord[discord.gg] and I'll try to adjust it. Have in mind that weapons marked with the "commissioned" red tag are usually balanced by the commissioner and not by me which makes changing the values a little bit more tricky. You can also join my discord[discord.gg] to access the vanilla balance sheets.

Q: Are the weapons properly balanced? (CE)
A: Same stuff as in the previous question but this time around weapons should feel much more balance in general thanks to the ballistic system from CE and the rules it follows to balance weapons. You can also join my discord[discord.gg] to access the combat extended balance sheets.

[discord.gg]
Q: Where can I contact you for commissions, suggestions, etc?
A: If you want to commission some rimworld art or a mod I'm taking commissions, join my discord[discord.gg] for more info on how this works and send me a DM if you are interested to Harkon#9372. Do not add me on steam I won't accept friend requests from people I don't know.










Art and xml done by me, Harkon.

I do not claim any ownership of the sound files included in this mod.

Rimworld is owned by Tynan Sylvester.
CC BY-NC-ND 4.0 [creativecommons.org]

You may create patches or translation for this mod, as long as you do not re-upload artwork or code.

Do NOT upload this mod on other websites.


[discord.gg]
[discord.gg]
[ko-fi.com]

[www.paypal.com]
24 Comments
Cat Kraken 30 Jul, 2023 @ 11:34am 
could you pretty please add a plr 16
bryton 9 Apr, 2023 @ 9:52am 
could you maybe add the keltec sub-2000 it's a gun from that company I always wanted and loved just can't find one for rimworld
gumby 22 Nov, 2022 @ 9:12am 
piss gun 🙏
Harkon  [author] 22 Nov, 2022 @ 8:04am 
1.4 UPDATE
- Balance pass for both in vanilla and CE.
- New Kel-Tec CP33 in .22lr.
- New Kel-Tec P50 in FN 5.7x28mm.
- New Kel-Tec RDB in 5.56x45mm NATO.
- New Kel-Tec RFB in 7.62x51mm NATO.
- Added UBGL/Attachment system support for KSG shotguns in CE (toggleable in settings).
- New settings for camo selection.
- New camo selection using Ideology styles.
- Updated mod page infoGFXs to reflect the changes.
bromanguy 14 Nov, 2022 @ 10:14am 
Get well man!

Generally waiting for all of them to be updated before I start a new save.

Thank you very much for your mods and hard work!
Harkon  [author] 14 Nov, 2022 @ 10:04am 
this one is coming soon, I've been sick.
bromanguy 14 Nov, 2022 @ 8:57am 
Praying for 1.4 every day
么 ELEMENT 么 20 Sep, 2021 @ 7:36am 
1.3 plz
Firestorm🗿 28 Jun, 2021 @ 11:32am 
@Arcanant Harkon can do literally jack shit without a full hugslib log, if this is a bug you are reporting.
Arcanant 28 Jun, 2021 @ 10:37am 
I have no idea what this means or how much it affects the game really. I love your mods btw