RimWorld
Possessed Weapons
150 Yorum
[SV] 28 Eyl @ 2:16 
Blood Scythe drains your opponents' blood, then heals you, but I think it's percentage-based
[Sin]Greed 10 Eyl @ 3:11 
Does the blood scythe do additional damage? I've been playing with it for a little bit but haven't found anything extra with its abilities besides being a strong melee weapon.
Botch_Job  [yaratıcı] 6 Tem @ 13:01 
No, unless you have some sort of tech level limiter, the regular weapons will also show up.
Futstub 6 Tem @ 7:49 
So if I use these, I won't have the normal persona weapons in my run, right?
Not sure if its a mod conflict but the earthern gauntlet seems mega bugged in this mod. if it hits one of my colonist it permantly stuns them. fun
Botch_Job  [yaratıcı] 31 Oca @ 11:27 
@fr0 Yeah that's because the greatbow counts as an explosive weapon, I guess Ludeon thought using explosives to hunt animals would be a little too much fun.
fr0 18 Oca @ 11:37 
When my colonist equips a Dragonfire Greatbow, he can use it in combat but I get the message that "one of your hunters lacks a ranged weapon" (CE installed)
neko 19 Ara 2024 @ 10:38 
add eyelander
Benetrator - Beton 6 Kas 2024 @ 1:18 
For some reason the shrouded dagger's description says it's not patched for CE when using the latest CE snapshot. Any idea what can cause that?
Edemstreij 30 Eyl 2024 @ 14:55 
@Darknote I can't figure out how to install the patch.Can you tell me where to put the files pls?
Botch_Job  [yaratıcı] 15 Ağu 2024 @ 7:58 
Nice, thanks again
Darknote 15 Ağu 2024 @ 1:41 
Now included alongside Barbarians and House Roxmont, to the latest CE snapshot:
https://combatextended.lp-programming.com/CombatExtended-10399572769.zip
Darknote 22 Tem 2024 @ 20:59 
The bot created a download link in that repository, as a comment. Once CE gets its patch release cycle, it should be included in the Steam Workshop side as well.
Darknote 22 Tem 2024 @ 20:58 
Dears, FYI Samael Gray helped fix the CE patch for this mod:
https://github.com/CombatExtended-Continued/CombatExtended/pull/3298
Earl of Wessex 25 Haz 2024 @ 16:15 
Can't wait to try out your mod!
1rlaxodn1 28 Nis 2024 @ 8:12 
"Could it be that Divine Order research used to allow the creation of Possessed Weapons, but now it doesn't?
Botch_Job  [yaratıcı] 28 Nis 2024 @ 6:53 
The weapons aren't craftable in the base mod as they're meant to be like the persona weapons. I think there was a separate mod that made them craftable, you might have had that.
1rlaxodn1 28 Nis 2024 @ 0:46 
In version 1.4, why were it possible to make synthesis weapons, but in version 1.5, why was it removed?
MasonTheG 13 Nis 2024 @ 5:02 
sick ass weapons, cool abilities, W mod
Gearhammer 1 Nis 2024 @ 13:21 
Is Sanctifired sword a twohanded weapon?
ommielette 26 Mar 2024 @ 15:02 
My pawn keeps throwing the javelin away and always ended up losing it. Is there a way to disable the auto-throw feature and stick with melee?
Botch_Job  [yaratıcı] 19 Mar 2024 @ 12:08 
@Audrey Thanks for letting me know, I still haven't been able to replicate the issue so I just remade the defs for the rifle and pistol, glad to hear it's fixed the issue for you at least.

Just updated on steam so hopefully no more disappearing mountains.
Audrey III 16 Mar 2024 @ 21:46 
@Botch_Job I know it's been a few months since you posted the version update below, and my modlist has changed a little since, but it does actually look to me like whatever you did fixed the issue (at least, for me)!
Botch_Job  [yaratıcı] 14 Mar 2024 @ 17:31 
Thanks a lot, glad you're liking it.

Yeah I'm assuming that because of CE, the dagger's ranged attack would need ammo. I think there was a CE patch for this mod but it might be outdated at this point, you would have to ask the CE guys for an update.
Atelier Logic 14 Mar 2024 @ 5:23 
I'm loving this mod and just got the shrouded daggers for my VE psycast nightstalker but are shrouded daggers supposed to be lost when thrown with their ranged attack? I am using CE and I think that might be why.
Botch_Job  [yaratıcı] 24 Oca 2024 @ 13:41 
@Mikefield Salviae Thanks a lot for reporting back, it definitely looks like the issue stems from one or both of those weapons but I still have no idea why it causes the mountains to disappear of all things.

If you don't mind, could you try using this [github.com] version and see if it fixes the issue.

Also, if anyone else is getting the same issue and doesn't mind testing things out I would appreciate it.
Mikefield Salviae 24 Oca 2024 @ 11:15 
@Botch_Job It does work perfectly fine without those two items (arquebus and flintlock). My mountains are intact. This is such a weird freaking interaction, no joke.
SilkMoth 22 Oca 2024 @ 10:29 
Botch_Job  [yaratıcı] 22 Oca 2024 @ 10:18 
Hey, sorry I'm not all that familiar with CE myself so for any questions about compatibility, you're best off asking the CE guys.

There was a patch for it but I'm not sure if it has been updated recently.
SilkMoth 22 Oca 2024 @ 9:22 
hey please answer my question i really want to use this mod but i just need to know if this is compatible with ce. id love to use it since it looks so cool and would fit with my campaing setting
Botch_Job  [yaratıcı] 22 Oca 2024 @ 9:08 
@Mikefield Salviae To remove a specific weapon completely you would have to edit the Def file.

For example if you wanted to remove the gilded arquebus like Audrey said you would have to go to steamapps>workshop>content>24100>2982391372>Defs>Possessed Weapons.

From this folder open "PossessedWeapons" file using notepad, scroll down to the gilded arquebus and delete the whole block of text from <ThingDef ParentName="BotchJob_PossessedWeapon"> to </ThingDef> then save the file.

If do you try this let me know if it fixes the issue.
Mikefield Salviae 22 Oca 2024 @ 8:41 
@Audrey III How did you remove the specific weapons from the mod itself?
Mikefield Salviae 22 Oca 2024 @ 8:34 
That's odd, but this mod did make mountains disappear on my map. Was super pumped to use these weapons, that's a huge shame :C
SilkMoth 19 Oca 2024 @ 9:00 
ce patch?
Botch_Job  [yaratıcı] 12 Oca 2024 @ 8:58 
Hey thanks a lot, I'm glad you're liking it.

They're all in the same "RewardStandardMidFreq" reward pool so it's kinda strange for you to be getting the same weapon 4 times in a row. If you have any mods that affect how quest rewards are distributed, they might be the cause.
Drunk Skeleton 11 Oca 2024 @ 7:14 
First, loved the mod, the base game really lacks in the terms of unique weapons, and the visuals in this mod are absolutely stunning

And i don't know if i have a bug or not, but the empire offered me a Volcanic Maul 4 times in a row now, and it all before one year in game. It's a pretty big mod list, and i'll try to get the log next time it happens
Botch_Job  [yaratıcı] 3 Oca 2024 @ 10:58 
@Audrey III Thanks a lot for the write-up, much appreciated.

There's been a few reports of that bug but to be completely honest with you, it has me stumped. I can't see anything off in the defs and I haven't been able to replicate the issue on my end so I can only assume it's because of a mod conflict somewhere.

I've just had another look at the two defs you mentioned and nothing seems out of the ordinary. Maybe it does just need another pair of eyes on it so if you find anything else let me know and I'll look into it.
Audrey III 2 Oca 2024 @ 18:17 
I've also been encountering the disappearing mountains bug, and after some trial and error I think I've narrowed the issue down to one of/the two gun defs (gilded arquebus & ghostly flintlock). I removed them both at the same time so not sure if it's one or both causing it, or whether it's a specific line of config, but removing them both seemed to fix it for me.

If I can be bothered then at some point I'll do more poking around to try and narrow it down further, but that's as much as I feel like doing for now :P
Ancalagon 27 Ara 2023 @ 1:02 
@Botch_Job That's amazing! The artwork is so good, I'm really impressed. Is it by hand, or Stable Diffusion?
Botch_Job  [yaratıcı] 26 Ara 2023 @ 12:21 
@Ancalagon I make all of the art for my mods myself.

Also, small update today to change the lightning javelin ranged attack. Rather than just EMP damage it now does regular damage + inflicts a new hediff called "system shock" which very briefly causes a drop in consciousness. This slows pawn right down or causes them to lose consciousness if their consciousness level is already low or they a hit with multiple javelin attacks in quick succession.

The melee attack still does EMP damage.
Ancalagon 25 Ara 2023 @ 17:35 
Where did you procure the artwork from?
Botch_Job  [yaratıcı] 24 Kas 2023 @ 9:56 
I've just checked and CE was giving me errors with this mod, I think the patch might need updating. Melee animations seems to be fine on my end.

I wish I could help more but it's difficult to pinpoint the cause with big mod lists.
Vidat 24 Kas 2023 @ 0:00 
@AntSandwich I'm having the same error but I don't use CE
ANT SANDWICH 23 Kas 2023 @ 22:08 
Me neither; in overall the mod is great, and really nice to see community stuff in such high quality. Its just me with all the mods. Keep going! ~

About the errors:
There are a few, and the one that the mod causes, seems to conflict with CE/MeleeAnim. I loaded a save with and without the mod to spot the exact errors. Seems like these errors are related to/caused by Possessed Weapons: https://imgur.com/a/TRrvk82
Botch_Job  [yaratıcı] 23 Kas 2023 @ 14:54 
I'm not really sure what could be causing that, I can't think of anything in this mod that would affect mountains.

Are you getting any error messages?
ANT SANDWICH 23 Kas 2023 @ 13:26 
I have 270+ mods and unfortunately, this mod is causing a major issue to my map, obviously due to an unknown conflict. The bug is known for making random mountains "disappear", leaving nothing but a
fog of war behind. URL to modlist: https://rentry.co/sq6dk
Botch_Job  [yaratıcı] 23 Kas 2023 @ 11:36 
In vanilla rimworld, explosive weapons have a "forced miss radius" meaning they have a random spread within set radius. I don't believe shooting skill affects this to be honest, if it does it's negligible.

Certain mods like combat extended change the way accuracy works, they might be worth looking into.

I think it sort of works for the pistol as it's meant to be short range and wildly inaccurate but I do get where you're coming from, you would think a gun would behave like a gun. I'll make a note of it in the description.
grendelbiter 23 Kas 2023 @ 9:32 
Maybe that little fact should be added to the description. I basically can do 2 things now: Let my hunter keep the gun and have him not be a hunter anymore or stow the gun away making it an expensive paperweight. Does it even use the shooting skill?
Now don't get me wrong, I love this mod, just wished I had that info beforehand.
Botch_Job  [yaratıcı] 22 Kas 2023 @ 15:28 
@grendelbiter Unfortunately it can't used for hunting as it's technically an explosive weapon, I guess Ludeon decided it would be a bit too much fun to hunt with explosions and said no.
grendelbiter 22 Kas 2023 @ 14:12 
I finally was a able to buy the Ghostly Flintlock and gave it to my best shooter, which is also my best Hunter. Now it says that he doesn't have a ranged weapon and won't hunt. Why does the Flintlock not count as a ranged weapon?