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Nuff's Auto-Patcher for Combat Extended
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Mod, 1.4, 1.5
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923.088 KB
6 May, 2023 @ 6:46am
19 Sep @ 9:43am
19 Change Notes ( view )

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Nuff's Auto-Patcher for Combat Extended

Description
Autopatches things from mods that lack a CE patch. This is not a replacement for custom-written patches, but makes unpatched mods more usable than with the built-in CE autopatcher, until a real patch is available.

Mods to patch must be selected manually in the mod settings. Don't select mods that are already compatible, strange things happen. Has adjustable settings to allow you enable or disable patching of weapons, apparels, hediffs, and pawns, as well as being able to adjust the values used for patching. It is necessary to disable CE's built-in autopatchers for whatever you want this mod to patch i.e. if you want this mod to patch weapons, turn off CE's weapon patcher. FYI: You don't need to restart the game after selecting mods to patch, but you DO need to restart if you change which things to patch (i.e. setting it to patch apparels). This feature can be buggy, but it will try to patch newly selected mods as soon as you close the settings window.

This mod represents a difference in philosophy compared to CE's built-in auto-patcher. The built-in CE patcher errs on the side of caution when patching things, and tries to do as little as is necessary to make things compatible. This works well to prevent errors and make mods functional, but doesn't preserve their balance or uniqueness. That's why with the CE autopatcher, you'll see things like spacer-tier armor with lower armor values than tribal armor. Or grenade launchers that fire 7.62x51mm NATO.

This auto-patcher, however, tries to maintain the relative balance between the non-CE and CE version of an item. I.e, if an armor is 10% better than marine armor without CE, my mod will hopefully make it 10% better than the CE-patched marine armor. The values used for this can be changed in the mod settings under "Balance Control", if you think my numbers are off. Also attempts to apply appropriate stat offsets, like smoke sensitivity to headgears, or bulk carrying capacity to armors.

Still needs a lot of playtesting, so be sure to let me know if you encounter any problems. Please include as much detail as possible; ideally send me your full error log, as well as the name of the mod whose content is causing problems.

Known problems at this time:
You can select mods that are already CE-compatible, and it makes them ridiculous. Not sure yet how to filter them out.

check out the Github: https://github.com/Merwini/AutoPatcherCombatExtended

Please don't ask the CE Discord for support relating to this mod. Either post here or ask me directly on Discord.
You can find me on the main RimWorld Discord, the CE Discord, and a ton of other RimWorld servers, just look for Nuff
144 Comments
sorry, prior comment had a small mistake; armor for whatever reason accepts modded materials just fine. only weapons have the mentioned issue
i'd also like to note that, for whatever reason, and i don't know if this is just intended CE stuff or not, but i can't use any modded materials in weapons and armor i create, not even if i use Character Editor to spawn in an item made of a specific material. the only modded mats which work are VFE:C's Bronze, Alpha Animals' Sky Steel, and Dragons' Descent's Hard Dragon Scales
is it possible to customize the patched stats of *specific* items? for example, when using Obsidia Expansion, the armor penetration (and armor stats) of empyrium, which without CE is a significantly-better-than-plasteel-material, are significantly *worse* than plasteel. how would i go about changing that?
Yoloisnotded 20 Sep @ 10:01pm 
I do not know if this is a bug or not, but the mod does cause certain factions to not use their faction gear, and instead use normal vanilla/combat extended armor. (This is the Covenant HALO mod btw)
Mr.KviSter 19 Sep @ 5:46am 
how to change settings for the mod?
wcpwnsuto 13 Sep @ 9:44pm 
Is it possible to delete the in mod patch for CE in a mod so that this can patch it instead? Some mods have very half thought out patches with many of the newer items not being compatible at all. Id prefer slightly worse patching but everything is patched then some of it works and some dont.
wcpwnsuto 2 Sep @ 1:51pm 
Works for me thanks! Thanks for making it compatible with the github version!
Coemgein 2 Sep @ 8:32am 
Thank you so much for the detailed explanation and the fix! Everything works fine on my end now. The pop-up menu is back to normal, and I can close it without any issues. Plus, your mod is back in the Mod Options. A band-aid fix it may be, but it's greatly appreciated. I understand the challenges with managing two versions at once, and I really appreciate your effort in keeping things running smoothly.
Nuff  [author] 2 Sep @ 6:04am 
Uploaded a band-aid fix.
The issue a lot of people were seeing was because of two factors:

1. Recently the Github build of CE made a major change to where their settings are stored. Because this mod grabs CE's settings to adjust them, it was causing the code to break if you were using the Github version.

2. That broken code caused a downstream error, breaking my mod Suggestion window. Before my recent update, I had a very broad error-catch in there that was catching that error and letting you continue anyway. My recent update narrowed down the error handling in the Suggestion window to try to make it easier to debug, but when I did so I failed to account for the possibility of the code not having found CE's settings. In trying to improve the error handling, it became too specific.

This fix is not great, probably adds an extra second or two to load time, but it will have to do until CE updates on Steam and I can stop having to be compatible with two versions at once.
Coemgein 1 Sep @ 6:44pm 
I am encountering the same problem as @wcpwnsuto. I'm unable to upload a HugsLib log because when I try to close the popup menu for this mod, the popup doesn't close properly. This interrupts the GUI, making it impossible to do anything except quit the game. It also throws repeating GUI errors that @wcpwnsuto mentioned. I think the errors won’t show up until I close the popup, so it may be pointless to get the HugsLib logs before the error occurs. Unfortunately, I haven't fully tested if I can actually make HugsLib produce a log at that moment since I haven't tried yet, so I apologize for that.