RimWorld

RimWorld

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[Abandoned] MSE - Prosthetic Combat
   
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Mod, 1.0
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581.983 KB
Aug 5, 2019 @ 3:55pm
Aug 11, 2019 @ 11:24am
3 Change Notes ( view )

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[Abandoned] MSE - Prosthetic Combat

Description
This mod is no longer maintained. Check out MSE - Prosthetic Combat from another modder as a replacement.

Not Just Another Combat Prostheses Expansion. An expansion of vanilla combat prosthesis with exclusive weaponized prosthetic and MSE integration.


  • Include ranged weaponized prosthesis that can really shoot. With PCF, it also can shot while your pawn use its gun.
Pawn in this image use high tier non-craftable weaponized prosthetic.
[imgur.com]

All Other Features
  • Add new research projects.
  • About 10+ ranged prosthesis that can really shoot.
  • Support MSE part system feature. Weaponized prosthesis can keep its child parts and ready for module.
  • Support MSE prosthesis adaptation system.
  • Support MSE implant system. You can also install implant on weaponized prosthesis part.
  • Weaponized prosthesis also can be found on trader and raider. Make your game more fun.
  • And many other features.



Items Spreadsheet[docs.google.com]

Github[github.com]



Proper Shotguns : All shotgun weaponized prosthesis will fire 6 pellets simultaneously, rather than one single shot.

NOTE
Prosthetic Combat Framework and Medical System Expansion is required for this mod to work. So put this mod after those mod.



Verb Expansion Framework
- Added 10+ ranged weaponized prosthesis using VEF framework.

Combat extended
- Compatible with CE but weaponized prosthetic doesn't have ammo system.


  • Adds new ranged prosthesis.
  • Adds new melee attack skill with button.
  • Integration with another mod.
If you have new weaponized prosthesis idea, feel free to tell it in "New Ideas Suggestion". I'll decide it to add it or not. This include mod balance if you have some suggestion about it. Also if you have error or weird issue after install this mod please tell it at "Bug Report".

As much as possible this mod use xpath or harmony to patch game or any other mod so i can use it with my 300+ mod modlist.



Thanks to Marnador for font.
Popular Discussions View All (3)
8
Sep 3, 2019 @ 3:02pm
PINNED: Bug Report
Oreno
3
Sep 23, 2019 @ 12:51am
PINNED: New Ideas Suggestion
Oreno
2
Nov 24, 2019 @ 7:44pm
PINNED: New Weapons or Modded Weapons Compatibility
Oreno
40 Comments
[fll.fi] Zaki Feb 22, 2020 @ 12:40pm 
@Quantum

I took notice of that as well, and looking at all the weapons, I personally went with the bionic Minigun arms.

I did also edit the weapons to remove their debuffs, as they're already extremely expensive, I don't see reason to attach those kinds of penalties to the bionics.

I wonder though can I somehow make these hands and such fit into the Hand Module slot, if you got an say, Archotech shoulder and an Archotech arm module installed, since that opens up the hand module.

Using these actually stop you from using the shoulders, which in turn blocks you from the valuable clavicle slot that allows you to add the lovely advanced ranged melee modules for that aiming speed reduction.

I might try to do this myself if the creator doesn't chime back at some point.
Lotus Elise Nov 13, 2019 @ 11:12am 
There have been no updates for a long time. Is the mod abandoned?
那我问你 Sep 18, 2019 @ 7:45pm 
Is there a way that you can make the weapons fire automatically even the pawn is drafted with a melee weapon?
Nianor Sep 3, 2019 @ 1:16pm 
To clarify, this means that I fire the implant once, and it vanishes from the pawn after use. In one case it seemed to replace itself with a normal limb, and the second time it seemed to replace itself with the non-weaponized archotech version of the limb.
Nianor Sep 3, 2019 @ 12:11pm 
I've had problems with the prosthetics vanishing after use. Any idea what the problem might be?
Quantum many 69 theory Aug 17, 2019 @ 6:42am 
Can I use verb and pc framework at the same time?
Oreno  [author] Aug 16, 2019 @ 1:58pm 
@Quantum many hs theory there is two version of this mod prosthetic, "PC" and "VE" (if you have verb expansion). That is the framework name the weapon use. " PC" can automatically fire and you also can turn it on or off. The "VE" version couldn't do it.
Quantum many 69 theory Aug 16, 2019 @ 10:38am 
My main problem is that they are late game weapons, but they are pretty shit against late game raids with power armors, their firerate and armor penetration needs to be significantly buffed so they can deal with them(I play with CE). Also there is no automatic targeting, I have to manually click on the weapons against raids... I suggest that you add automatic targetting and the ability to toggle it on or off, only when its on it gives you conciousness debuff. Also maybemake it so that the moving debuff depends on your pawns weight and bulk capacity, so the pawns can run a bit faster.
Oreno  [author] Aug 16, 2019 @ 6:51am 
@Quantum many hs theory this mod is the first release anyway and i still need to balance it. so maybe next update. you can install implant or prosthetic leg to overcome consciousness and movement debuff anyway.
@Rundstedt post a log at "Bug Report" so i can investigate it.
Dan Aug 15, 2019 @ 4:27pm 
For some reason whenever i try to use the weapons the prosthetic disappears.