RimWorld

RimWorld

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Dual Wield [Dev]
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
7.984 MB
Jul 4, 2021 @ 8:15pm
Sep 11 @ 6:03am
10 Change Notes ( view )

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Dual Wield [Dev]

In 1 collection by Ogliss
Adeptus Mechanicus Collection Warhammer 40k
10 items
Description
1.4/1.5 Tweaks
Compatability Tweaks, should no longer conflict with other mods that patch PawnRenderer.DrawEquipmentAiming
now transpiles DrawEquipment instead of destructively prefixing it.
Original Mod <----LINK

You need to unsub from the original to use this

Pistols are boring? Not when you dual wield them like Lara Croft!
This mod allows your colonists to dual wield any weapon you allow in the mod options, including weapons added by other mods.
Dual wielding does come with accuracy and firing rate penalties which are affected by the shooting/melee level of the pawns.

Maybe it's better explained by a Chicken Plucker creation:


Features
- Dual wielding support for any weapon, including modded ones. What weapons can be dual wielded can be configured completely in the mod settings.
- Combine any weapon. Combining melee weapons with ranged weapons is also possible!
- NPCs/enemies can also dual wield! The chance they do can be configured in the mod settings.
- Dual wielding comes with both a cooldown penalty, and an accuracy penalty. Pawn melee/shooting skills lower these penalties. Like anything, these penalties are configurable in the mod settings.
- How each weapon is drawn in dual wielding stance is also configurable in the mod settings.
- Weapons are dual-wieldable, two-handed or primary.
--- Dual-wieldable weapons can be placed in either hand.
--- Two-handed weapons prevent dual-wieldable weapons to be used alongside them.
--- Primary weapons can have a dual-wieldable weapon alongside it, but cannot be combined with other primary weapons.
--- Which weapon falls in each category can be configured in the mod settings.

Overpowered?
The default mod settings are very conservative. You can only dual wield very light weapons like pistols, knives, machine pistols, etc.. and you can't combine them with two-handed weapons. Also the skill-level dependent penalties make sure the mod is well balanced. And most importantly, enemies will also dual wield. However, you can make it all as overpowered as you want by tweaking all this in the mod settings!

Important notes
- Make sure to take a look at the mod settings. This mod is very configurable, and if you don't like something, you can likely tweak it. In case you don't know how to do this: Go the the main menu -> settings -> mod settings -> Dual Wield (this works the same for any mod).
- Don't forget to install hugslib!
- Please report any issues you're having with this mod by clearly explaining what happens, and please, please add a Hugslib log by pressing ctrl+f12 and placing the link you'll get on this forum. A report with a log is 100x more valuable.

Compatibility
- Works fine with existing saves.
- Works great with Run and Gun! <----LINK
- Should also work with Simple Sidearms, but please let me know if you find any irregularities. Report them properly in the "Simple Sidearms Compatibility" thread.
- Star wars lightsabers don't work as off-hand weapon. They can be combined with other weapons as main-hand weapon though. --- Hopefully fixed for 1.4+
- not compatible with Combat Extended. I've looked into CE compatibility, but it's just not feasible.
- Should work fine with other mods. Though please report any issues you find.

Permissions
Feel free to add the mods to modpacks or to use parts of the code or icons for other projects, though please credit Roolo. Do however not release exact copies of his project, or exact copies with minor adjustments without hisconsent.

Translations
- Japanese (by Proxyer)
- Simplified Chinese (by LingLuo)
- Traditional Chinese (by Shiuanyue).

Translations
Credits
- Roolo for the mod original mod.
- Chicken Plucker for creating the amazing preview art and gif. Thanks a lot!
- All the translators for making this mod accessible to a wider audience.
- Pardeike a.k.a. Brainzz for creating Harmony.
- UnlimitedHugs for creating Hugslib.

Contributing
- Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can contact me by sending a friend request.
Popular Discussions View All (11)
1
Sep 13 @ 11:02pm
Not working
Quantum Breed
1
Sep 13 @ 10:18pm
Simple Sidearms Compatibility Issue
lazerchicken101
5
Aug 13, 2024 @ 7:11am
Can't get this to work?
Nyx (She/Her)
416 Comments
Rassmond Sep 25 @ 2:46pm 
Have this bug with endless aiming or something when white sphere grows endlessly and pawn unresponsive. have Simple Sidearms too.
Also anybody knows why pawns dont get melee damage bonus by their stats and skills? Now its just weapons base damage, but in 1.5 some cyborg pawns achieved triple or more DPS depends on stats n skills
Oopy Sep 23 @ 9:19am 
Thank you so much Ogliss!
Miyamotowaka Yamaguccimane Sep 23 @ 4:37am 
@razorstrike this mod is just a little broken at the moment :alina_cry:
razorstrike Sep 23 @ 12:00am 
heyho anyone happens to know what causes the endless aiming bug?
truecore Sep 20 @ 5:35pm 
Only way I've figured to fix the dual wield eternal aiming bug is to down my own pawns using character editor, then anaesthetize. Only when they're unconscious will they stop aiming. It is a death sentence in battle.
Command Wanzer "Bloodking" Sep 19 @ 2:37am 
Wether the mod actually have sheathed swords in game is irrelevant. The important thing is that that active mod has an sys.dll or sys.patch file in its folder. If there is, then dual wield will bug out.
CloakerM8 Sep 17 @ 3:45pm 
I'm not using any mods that sheath swords and I still have no visable secondary weapons
Bro Feel Good Sep 17 @ 2:34pm 
@Megamax same thing, I'm having the eternal aiming bug, how'd you fix this?
Douez Sep 15 @ 5:38am 
@ionizedJackal Thanks, I missed that. :RoflOwlcat: