RimWorld

RimWorld

Metro Exodus Armory (Rebalanced)
51 Comments
Berke the Chadocrat 24 Jan, 2023 @ 6:07am 
this weapon mod and spartan outfit mod 1.4 would be great
Ghost 12 Jan, 2023 @ 1:56pm 
How about 1.4? ;)
Sgt.Schnitzel 25 Oct, 2022 @ 9:57am 
the aks in here are as strong as some 20mm at rifles its a fucking mess this mod
76561198111574643 15 Apr, 2022 @ 4:29pm 
Can you make those guns use standard ammo please? It makes no sense
Sr_Haiena 28 Dec, 2021 @ 11:21pm 
My people can't shoot a hostile is it a bug? When I use a combat with my character the gun won't shoot the enemy. My ammo is completely gone. Do I have to delete another the mods? I know this is outdated but at lest how do I fix it?
Vexili 1 Aug, 2021 @ 5:01am 
>CE Required
ew
Lenin's Cat 29 Jul, 2021 @ 2:29pm 
Lovely lovely mod, CE values turn me off though (could I just go into the files myself and rebalance them myself; yes, yes I could.)
Arxis241 14 Jun, 2021 @ 12:33pm 
lol
SynthUsami  [author] 7 Feb, 2021 @ 3:09am 
Does the log / console say anything?
Nyarlathotep 7 Feb, 2021 @ 2:55am 
Trying to craft Metro ammo causes the bench to consume the steel and produce nothing.
SynthUsami  [author] 15 May, 2020 @ 7:01pm 
Sadly I'm not proficient enough. Who knows.
Meakin 15 May, 2020 @ 10:42am 
I can appreciate this might not be what you're going for, but to me, it'd make complete sense if the "metro-made" guns were worse in performance, but cheaper and easier to make versions of the "properly manufactured" guns in the game. This is honestly what I assumed would be the case. This could give them a useful niche too, as well as being thematically appropriate :P Also, could they use the normal CE ammo types? Oh and a cool idea to make the mod more flexible would be a mod menu that allows the user to decide if they want these guns to spawn in AI hands! Just a few ideas for you xD
SynthUsami  [author] 15 May, 2020 @ 9:29am 
I honestly haven't thought it through completely, just minor wild-guesses and design choices that admittedly, was never playtested much. Just decided to look around, one up most of the guns, reduce damage of bullets to what seems fairly fine, and call it a day. Still will see if rebalancing is possible. Maybe even make the guns heavier due to how good they are, considering they're mostly scrap and stuff, not the most optimal things.
Meakin 15 May, 2020 @ 9:22am 
Thanks for the reply! If you've thought it through and you're happy, fair enough - I just wasn't sure if it was intentional or not. Unfortunately I won't be using them because I want to feel like I'm on a more even footing with the AI, which is a shame because these models are great! Like really, really good. I wish there was a way for us players to easily alter weapon/ammunition stats in game
SynthUsami  [author] 14 May, 2020 @ 6:22pm 
Your first question - They're still really OP
I wanted them to have a more game-like feel to them. They are made more to compete with spacer weaponry in a way so you can last from early to end with these. I can only say the AP values are thought up on a basis that "Mutants have thick hides.". Might look into that, though.

Your second question - They don't spawn on NPCs
This is deliberate. The designs are meant to be original to your colony instead of entirely widespread around the world. "Us against the world" feeling.

Have a good day!
Meakin 14 May, 2020 @ 5:51pm 
I went for this mod over the original because I want my guns to be balanced, and I just found out in my testing that these guns/ammo are still really OP. They're super accurate, fire faster than equivalent guns, and the ammo has crazy good AP values. Please, please rebalance these guns and the ammo so that they're inline with the base CE guns (or ideally worse). Also they don't seem to spawn on npc pawns, is that deliberate on your end or have I fucked something up?
SynthUsami  [author] 28 Feb, 2020 @ 4:45am 
Joke Ashot replaced with a Tokarev. No changes other than name, model, description and magazine size.

1.1 compatibility will have to wait for CE to move up to 1.1 compatible first.
Osttruppen 23 Feb, 2020 @ 10:25am 
Give the assets to Dark Inquisitor and ask if he would like to make a non-CE version for you. He's the guy who makes the original Metro Armory mod.
Pixy 13 Feb, 2020 @ 11:22am 
I can confirm that Fast Track does in fact WORK. It causes a few errors, but the mod itself works with CE Fast Track addition
SynthUsami  [author] 13 Feb, 2020 @ 8:15am 
Sadly not.
I never learned much on how to make non-CE weapons, nor am I any good at trying to handle the stuff like it's accuracy.
Sedna 13 Feb, 2020 @ 7:21am 
Is there just a regular version of this mod that doesn't require CE to run?
SynthUsami  [author] 12 Feb, 2020 @ 11:50pm 
If it's CE FastTrack, it's most likely not going to work.
Sedna 12 Feb, 2020 @ 7:51pm 
Mod doesn't work for me with CE
Cat Was Taken 10 Feb, 2020 @ 11:05pm 
so either I can't add the weapons with Character creator or I have something conflicting
Pixy 7 Feb, 2020 @ 10:34am 
Ah, I haven't played Exodus.
That makes sense though, thanks
SynthUsami  [author] 7 Feb, 2020 @ 9:48am 
Metro Exodus swapped the Bastard's ammo from 5.45 (Redux, 2033 and Last Light) to .44 Magnum.
I wanted to follow Exodus, so here we are.
I only added the extra Redux guns because I liked the aesthetics..
And I'm fairly sure someone else would at least appreciate those aesthetics as much as I do
But you know, with the Bastard, you're not missing out too much anyway.
Pixy 7 Feb, 2020 @ 8:42am 
So far everything seems to be working, though, there is one thing I have to comment on because it confused me for a few minutes.

I might be remembering this wrong, as it has been a while since I've played Metro, but I swear the Bastard uses the same ammo as the Kalash, but with this mod it uses .44, the ammo for the pistol... Not a huge problem, just something I noticed and wondering if that was intended or not
Pixy 7 Feb, 2020 @ 7:44am 
Hm... maybe they're just console errors then. I'll load it into my save and test to see if anything strange happens
SynthUsami  [author] 6 Feb, 2020 @ 9:57pm 
I went around testing the latest CE vs CE:FT's compatibility with this mod (and by extension the Overpowered Version), it doesn't seem very screwy with CE, but CE:FT just broke everything I had, with the exception of this mod.

I loaded this mod near the end of my modlist, if that might help.
Pixy 6 Feb, 2020 @ 3:12pm 
It seems this mod doesn't work with the Fast Track addition of CE for some reason, haven't personally tested it but I get a lot of errors in the console relating to the weapons
Pixy 6 Feb, 2020 @ 3:00pm 
I'll throw this into my mod list and see if it works then
SynthUsami  [author] 6 Feb, 2020 @ 12:06am 
Finally updated! Hopefully...?
I added armor penetration values to them. I have no idea what changed since CE updated.
But now if it DOES work, the ammo should be able to pierce armor and stuff again. There finally won't be a case of some guy's poor duster shrugging off these!
Pixy 13 Jan, 2020 @ 10:58am 
Is this still broken with the new CE update?
Tekky 15 Nov, 2019 @ 7:41am 
Needs an urgent patch, none of the weapons have RHA penetration, so now any sort of clothing basically makes raiders immune to gunshots from these weapons. :(
lisa simpson body horror 14 Nov, 2019 @ 7:48am 
this doesn't seem to work with the most recent CE update
dmanx500 13 Nov, 2019 @ 7:47pm 
Hmm. Needs more varients and the all the original guns before I switch completely from the original metro guns mod.
Might use both for now tho
Dar Dar Thinks 13 Nov, 2019 @ 4:54pm 
I'm using combat extended and metro exodus Armoury and all the metro ammo has zero armour penetration is there any fix for this ?
666 5 Nov, 2019 @ 4:25pm 
Non CE ver pls
skeletundra 2 Nov, 2019 @ 1:06pm 
Does this mod work with CE FastTrack?
SynthUsami  [author] 31 Oct, 2019 @ 7:06am 
I just tested it.
Somehow I can craft the weapons while you can't.
Trianqren 31 Oct, 2019 @ 5:47am 
Uhmm...
I can't actualy craft these weapons
Pawn takes needed resources, place it on a workbench, and when work bar (or how it named) comes to an end nothing happens
Saul 31 Oct, 2019 @ 4:45am 
Question.
Is it impossible to execute without combat extand?
ErrorInC0de 30 Oct, 2019 @ 2:05pm 
Nice
teensarlacc 30 Oct, 2019 @ 7:45am 
I've seen you on discord, glad to see you get this mod done!
Moonotaur 30 Oct, 2019 @ 5:56am 
Yes!
That Blind Person 30 Oct, 2019 @ 12:56am 
Can rifle bullets also be used as currency?
RangaNesquik 29 Oct, 2019 @ 10:04pm 
Spelt Variant on the first page.
Heywood Jablowme 29 Oct, 2019 @ 8:07pm 
Hey, good job! You should try to make armor too.
mr_sebitor (twitch) 25 Oct, 2019 @ 9:19am 
yeahhhh!