RimWorld

RimWorld

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Vaults of Vagar
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Mod, 1.4, 1.5
File Size
Posted
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6.022 MB
4 Mar, 2023 @ 4:23am
5 Jul @ 2:47am
22 Change Notes ( view )

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Vaults of Vagar

In 1 collection by Korn Sarum the Virtuous
Vaults of Vagar
6 items
Description
Introduction
This is my first mod in the Vaults of Vagar series, which aims to introduce weapons, armor and other equipment heavily inspired by Warhammer 40k and, to some extent, Warhammer Fantasy. In particular, this mod introduces a number of bolter weapons to the game, a chainsword as well as a set of power armor. Furthermore, all apparel and weapons are fully compatible with Combat Extended and use their own custom ammunition, including a variety of bolter rounds. In fact, I heavily recommend using this mod with Combat Extended, since vanilla Rimworld makes it nearly impossible to make bolters balanced without breaking the lore, while in Combat Extended their high lethality is offset by high ammunition weight.

Lore
Living as clans aboard cyclopean forge-ships, the Vagar are an entirely void-borne people. Since they spend their entire lives surrounded by sophisticated machinery, many Vagar are talented engineers and craftsmen. This is reflected in the weapons they produce: they are bulky, since weight is not as important in the confines of a spaceship, and complex, since tools and maintenance facilities are always readily available. However, these drawbacks are more than compensated by the surprising lethality of Vagar armaments compared to their planet-made counterparts. In fact, many wonder why the Vagar require such deadly weapons, since even a humble bolt pistol can kill most foes with but a single hit.

Contents
This mod contains seven weapons:

• “Varta” assault rifle
• “Gryphon” light boltgun
• “Gorgon” bolter
• “Grendel” heavy bolter
• “Enceladus” bolt caliver
• “Basilisk” bolt pistol
• “Balor” bolt revolver
• “Chimera” chainsword

Furthermore, with Combat Extended installed, these weapons use four custom ammo types, included in the mod:

• 6x40mm “Varta” rounds
• 11x28mm light bolts
• 17.8x44mm bolts
• 23x55mm heavy bolts

There are several types of each bolt round type, including Inferno bolts that set their targets alight and Razorstorm bolts that fill the air with deadly shrapnel!

Link to the spreadsheet with CE stats for weapons and ammunition: https://disk.yandex.ru/i/5JfKRDTOeFOMhg

Update 1
This update brings some bug fixes, but, most importantly, a set of Oakbreaker power armor with a matching bodyglove! This ornate suit of armor offers protection to rival that of the Cataphract set, but at a steep resource cost. It also features an alpha channel, meaning that the signature bronze trim will retain its color if you decide to paint the armor!

Update 2
Finally defeated the red error spam on launch!
Added a new weapon: the Volkhv machinegun, firing 8x59mm rounds, roughly equivalent to traditional rifle rounds.

Update 3
Muzzle flashes and smoke trails! The bolters now behave more like they should, belching gouts of flame with every shot and leaving behind thick trails of acrid smoke!
Also added new apparel: the Vagar brawnsuit, which increases the wearer's carrying capacity, and the Hearthguard armor set for those who want a low-tech alternative to the Oakbreaker set.

Credits
Combat Extended is made by the incredible Combat Extended team
Weapon sounds imported from Dawn of War II, by Relic
All textures and XMLs are made by me))

Donations
[boosty.to]
Every donation you folks make helps me make mods faster! Want to help me release the next mod sooner? Follow the link below:
https://boosty.to/korn_sarum/donate
Popular Discussions View All (2)
18
5 Jul @ 6:14am
Balance and suggestions
Korn Sarum the Virtuous
14
11 Jul @ 1:39pm
Bug reports
Korn Sarum the Virtuous
120 Comments
Nova Solarius 17 Jul @ 5:01am 
@Roque: Korn posted a comment on the lasgun submod that states a xenotype is planned.
Roque the Rogue 16 Jul @ 11:54pm 
I'm surprised this mod doesn't come with a xenotype for the Vagar people, what an amazing mod series!
quail 14 Jul @ 4:47pm 
hello, your mod is great but I would like to stop enemy AI pawns / raiders from spawning with them. Is there a way to mod this mod to do this?
TheBoogeyMan 11 Jul @ 1:25pm 
I will test it now and let you know. Should it not be solved i will post it in the bug reports as to not clog up the comments here. Thanks mate!
Korn Sarum the Virtuous  [author] 11 Jul @ 12:00pm 
The problem with the pink box should be sorted now, try reloading the mod.
TheBoogeyMan 5 Jul @ 9:51am 
Yup anytime. I believe its the smoke trails as i stated in the bugs discussion but i could be wrong. Im holding off on using it until its patched. Great mod btw
Korn Sarum the Virtuous  [author] 5 Jul @ 2:49am 
Allrighty, now that CE 1.5 is finally out I have updated all the mods to work with it properly
Korn Sarum the Virtuous  [author] 5 Jul @ 1:55am 
Looking into it now, thanks
TheBoogeyMan 4 Jul @ 12:27pm 
Im having a pink box appear when my pawns try to fire the bolter. Im doing some tests to see what is causing the issue but theres no error logs or anything related to that. Any hard incompatibilities for this mod that you know of?
Nova Solarius 27 Jun @ 12:42am 
Xenotype is coming. Don't know about a faction.