RimWorld
Vanilla XCOM Weapons
114 comentarii
Chigagad 3 sept. la 14:50 
Hey, I'm on Mac and also had the problem with missing sounds. I simply converted the mp3 files to ogg with ffmeg and it works fine now, I guess it will also work on Linux. Easy fix and I guess many people on Linux and Mac would appreciate. Love your mod, I've always had a soft spot for XCOM.
Side1iner 12 aug. la 13:06 
@flango: Loving all things XCOM added to RimWorld! But, you have bundled the 'Enable Oversized Weapons' DLL with all your XCOM weapon mods and it breaks the vanilla outfit stand. Errors are thrown and weapons aren't correctly rendered on the stands (they don't show at all).

I tried using only the actual 'Enable Oversized Weapons' mod (not having it force bundled in your XCOM mods) and it's the same. So I'm gonna comment over there as well.

Why do you have it bundled? Hard dependencies?
flango  [autor] 7 aug. la 22:12 
it was indeed a loadfolder issue. should be working now!
ExoticButts 7 aug. la 13:22 
Hey again! I've noticed that this mod doesn't seem to load Psi Amps properly when Royalty is installed. It seems that either LoadFolder.xml is never calling it, or any other method is never finding it, even with nothing but Core + DLCs + Harmony + this mod enabled. Figured I'd drop in and let you know, hope it helps :winter2019happyyul:
flango  [autor] 13 iul. la 6:14 
Updated to 1.6!
Removed offsets for some weapons because 1.6 broke it.
John ODST 22 febr. la 4:32 
i use linux ;(
flango  [autor] 22 febr. la 1:40 
are you on Linux or using the "Fast Mod Audio Load" mod? there are issues regarding .mp3 audio with these
Homar 22 febr. la 1:37 
No sound, checked the others too and the exact same, the only one that seems to work is the laser one. It's sad to remove these cool weapons
sdarck2 31 ian. la 23:26 
it's cool to see xcom weapons in rimworld
John ODST 17 nov. 2024 la 10:28 
no aduio on any of the weapons for some reason not sure for the cause otherwise works fine
NyxReaper 27 apr. 2024 la 9:39 
@flango, Thanks
flango  [autor] 27 apr. 2024 la 4:13 
@XPsycho, done
NyxReaper 26 apr. 2024 la 10:14 
Can you update the Advent Weapon mod to 1.5?
Fox рис 23 apr. 2024 la 11:12 
flango@ thank you:spiffo:
flango  [autor] 23 apr. 2024 la 4:36 
updated to 1.5
Fox рис 22 apr. 2024 la 5:40 
1.5?:headcrab:
NyxReaper 13 apr. 2024 la 13:45 
1.5 update?
flango  [autor] 5 mart. 2024 la 23:40 
i wanted to make the ripjack functional (grappling and pulling) in the future remake of the weapon mods
Dizzy_Dares 5 mart. 2024 la 16:38 
no ripjack?
Bambaryła 20 nov. 2023 la 0:12 
@Doomscroller5000 you have to report that in CE github
flango  [autor] 19 nov. 2023 la 23:59 
idk i'm not the one who made the patches
Doomscroller5000 18 nov. 2023 la 19:42 
For the Psi Amp Weapon for CE, it says: Trying to get stat MeleeArmorPenetration from XCOM_Util_CVPsiAmp which has no support for Combat Extended.
Bambaryła 28 iun. 2023 la 7:41 
You can change the description to say that CE is compatible now :D
flango  [autor] 28 iun. 2023 la 5:23 
oh right, the chosen pack exists
Bambaryła 28 iun. 2023 la 2:08 
Hi Flango, I was responsible for getting the CE Patches.
Vanilla XCOM, Magnetic, Laser and Plasma are CE patched
Chosen are _not_ CE patched

Pirates/Warcaskets is currently waiting for merge.

I have also created together with BillDoors another patch which adds ammo variations (waiting for merge).
flango  [autor] 18 iun. 2023 la 22:24 
It's split into subfolders
Ren 18 iun. 2023 la 21:04 
Oh which ones? Their github only shows this one is patched is why I thought this was the only one
flango  [autor] 18 iun. 2023 la 20:50 
Other xcom weapon packs are patched as well
Lurmey 18 iun. 2023 la 12:19 
Just FYI this mod seems to work fine with CE. Either they've patched it to work or the autopatcher does a good job balancing it with respect to other weapons. Assault rifle for instance is very fairly balanced against other 5.56 calibre rifles and even holds a candle against some 7.62 or .277 battle rifles.

One thing I have noticed that's missing however, is the Ranger's melee weapon. Was that omited intentionally because it is similar to vanilla longsword, gladius, etc?
flango  [autor] 28 apr. 2023 la 13:14 
no idea
Vulcan 28 apr. 2023 la 13:12 
@flango Will Vanilla XCOM Weapon be compatible with muzzle flash?
flango  [autor] 14 ian. 2023 la 5:52 
I started working on the armor mod a long time ago and while i was working on rocket launchers and flamethrowers built into EXO/WAR suits i derailed and started working on a framework that i will later use for my future mods.
And i need someone to make all the armor textures for me, because i'm not that good at art and never made any armors before.
It will be done someday though.
bryanfran42 14 ian. 2023 la 4:14 
Hey @flango, since you've done the weapons pack, any chance for making an XCOM Armor pack?
Do you know the Musketman? 2 dec. 2022 la 10:13 
Anyone else having a problem with the Bolt Caster? Its got the hunting stealth boost so i gave it to all my hunters and my colony nearly starved cuz they missed literally every shot. I watched for several days to make sure it wasn't chance. the only time they killed anything was when they triggered a manhunter and beat it to death in melee. I haven't been able to find a single injury from the bolt caster (and this is even on pawns with 18 shooting)
Glass Fruit 10 nov. 2022 la 10:11 
ooh that would be very nice! thank you!
flango  [autor] 10 nov. 2022 la 4:08 
no, but i hope i will be able to make them paintable in the future.
Glass Fruit 9 nov. 2022 la 23:18 
Are the guns paintable?
jamas88 29 oct. 2022 la 9:28 
every xcom weapon should have a hidden .1x accuracy multiplier.
flango  [autor] 28 oct. 2022 la 19:08 
Thought of adding a grappling ability into the armor/utility pack and the "remastered" version of existing mods.
And again, they will come out after i finish the framework and get the art done - in a distant future.
Aranador 28 oct. 2022 la 7:59 
Awesome. I will continue to use XCOM themed mods :) SO far I have just started a game using these weapon sets, and I'd like to say that the balance within the conventional tier has been nice. Weapons are sufficiently different from each other in how they work, but there isn't a one weapon that is so much better than the rest to make them all redundant. I am looking forward to the higher tiers. Just one buring question . . . SWill I get a skirmisher grapple :)
flango  [autor] 28 oct. 2022 la 7:19 
i'm working on my own framework which includes abilities that can be tied to equipment, like apparel and weapons, so no need to use VEF.
i'll continue making (and remaking) XCOM themed stuff when i'm ready to release the framework.
Aranador 28 oct. 2022 la 3:17 
Do you feel lie using the Vanilla Expanded Framework (or other solution) and adding XCOM secondary weapons that get equipped to a special utility layer secondary weapon slot, that then give the pawn with the item equipped an additional special ability to use that secondary weapon? So our XCOM soldiers could be carrying their assault rifle and a smoke grenade, or machette, or mimic beacon, or arc thrower, ect. I fully understand if not :P
flango  [autor] 24 oct. 2022 la 13:04 
no, there's no patch for proper shotguns
xTRACKERx 24 oct. 2022 la 8:10 
did this mod work together with "Proper shotguns" ? (pellets instead of one bullet)
flango  [autor] 22 oct. 2022 la 11:55 
Updated to 1.4, should still be compatible with 1.3.
Tryx-the-Umbreon 30 sept. 2022 la 23:51 
Nice. I will certainly be looking into adding a gunslinger of my own to my pawns... If i ever find the weapon in the shop of course. The RimWorld economy is quite a fickle thing after all
flango  [autor] 30 sept. 2022 la 18:44 
When i was making this pack, i was unfamiliar with c# coding, which i would probably use for the shadowkeeper. Without any special effects it's basically a normal pistol.
I may add it into the upcoming all-in-one pack or update this mod.
Tryx-the-Umbreon 29 sept. 2022 la 22:42 
Just curious but i was wondering if there is any specific reason you didn't add the Shadow Keeper with this weapon pack? I'm not complaining about the weapons that ARE in the pack but i believe it was enough of a game changer for gunslingers that it should be involved. I understand if you don't see it as worth while with adding the model and what not but it is a curiosity of mine none the less.
flango  [autor] 14 sept. 2022 la 10:52 
never made a CE patch before, but i'll make it someday.
feeling lazy when it comes to updating my old mods, but working on other projects instead, as well as future xcom-themed mods.
adam 14 sept. 2022 la 10:18 
@Flango have you consider making an ammo type for this mod because i had to disable it because it wasn't compatible with combat extended