RimWorld

RimWorld

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Weapon Mastery
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Mod, 1.3, 1.6
File Size
Posted
Updated
393.764 KB
Feb 26, 2022 @ 5:15pm
Sep 14 @ 10:42pm
69 Change Notes ( view )

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Weapon Mastery

Description
Adds a new simple weapon mastery mechanic into the game. Pawns use the same weapon for a decent amount of time, naturally they should start getting better at handling/using said weapon. This mod adds a new hidden skill that levels up as pawns use their weapons (similar to shooting/melee). Pawns will gradually receive some minor randomized bonuses from mastering weapons and will also rename their weapon for sentimental value.

Features
  • Weapon Mastery (Minor stat boosts as weapon is being used)
    • Class weapon mastery system (Turned off by default)
    • Weapon Bond system
      • Pawns will name their weapons (Has a chance to occur when gaining the first mastery level)
      • Mood buff for equipping a mastered weapon and a debuff for losing one (Turned off by default)
    • Pawns generated from events (raids, traders or visitors) will spawn with weapon masteries
    • Bonded weapons level faster (Ideology)
    • Relic weapons give flat additional bonus to ideology believers
  • Highly Configurable

A note about class mastery
The class system is disabled by default because it requires you to assign a class to each modded weapon either through the config menu or writing a patch. The game doesn't know that a modded assault rifle and a vanilla assault rifle are both of the class assault rifle, you have to tell it that. You won't gain any class experience if you're using a weapon with an unknown class. I've already patched vanilla weapons and some of my favorite mods. If you'd like to write a patch so you could share it with everyone, take a look at the mod's patches folder. It should be extremely easy to write for your favorite mods.

Where to find masteries?
There's currently no way to view mastery stats attained except by looking at the weapon's main description window for the weapon bond system and the pawn's info tab for class mastery system.

Suggestions/Bugs?
Let me know in the comments if there's any bugs. I also am open to any suggestions or improvements. I have also setup a Discord server[discord.gg] for direct communications. It should help in issues getting sorted out faster.

Compatibility
  • Works with all modded weapons
  • Doesn't work on stackable weapons (logs, thrumbo horns, etc ...)
  • Works with the following mods: Simple Sidearms, Infinite Reinforce, Dual Wield
  • Doesn't work with the following mods: Upgradable weapons
  • Partially works with the following mods: Rimworld Of Magic (Conflict in weapon names when using super soldier class), Infused 1 and 2 (Conflict in weapon naming)

FAQ

WHAT ABOUT CE?
- I don't play with CE nor do I intend to patch the mod for it.

I NEED INSTALL MID GAME!!
- It should be fine

CAN I ADD A NAME TO THE LIST OF NAMES?
- Sure, but no usernames or anything specific. Send me your name(s) in the comments.

Thanks
- Tynan and the Rimworld team for making a spectacular game that is extremely addicting as well.
- Brrainz (Mod Author of Harmony): Without his library, lots of mods wouldn't be here.
- Charlotte (Mod Author of Infused): I learned a lot by looking at their code. I am extremely thankful for modders sharing their code, I wouldn't be here without them.
- Uuuggg & Aelanna (Mod Authors of many many mods): I got tons of help on discord from both of them. Thank you both!
- Soul: Redesigned the class system and lots of patches for various mods.
- Mlie: For keeping my mod alive while I was dead.
- Sizzlelgs: Provided a whopping 1.7k names file.
- Translations: MZM_GOW (Chinese)

Links
Github[github.com]
Donation[ko-fi.com]
Popular Discussions View All (2)
9
Jul 20 @ 8:08am
Error when tucking pawns into bed (Rescue/Arrest)
gravy
3
Jun 13, 2022 @ 9:09am
higher level cap
bobcool0
333 Comments
Nameless Keeper Sep 22 @ 4:40am 
Played for two days, along `Rename Your Weapon` (both with turned off automatic renaming) with no issues so far.
Nameless Keeper Sep 15 @ 3:21am 
@Sk Ok; I'm getting home tomorrow and I'm going to check it out.
Sk  [author] Sep 14 @ 10:45pm 
@Nameless Keeper I've updated the mod with a fix that should hope resolve your issue. Try it out and let me know if it works out for you. I can't reliably confirm that it is going to fix your issue since I don't have it in the first place but it's worth a shot.
Nameless Keeper Sep 14 @ 11:51am 
@Sk thanks for the insight! As soon as I can I will check it out.
Sk  [author] Sep 14 @ 11:04am 
@Nameless Keeper Unfortunately, I cannot find this issue from my own testing. It could be a mod conflict or a bug that's really hard to find.

Could you go to the following folder?
C:\Users\YourUser\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config

There should be a file named Mod_2766683678_WeaponMasteryMod.xml. Open that with notepad or any text editor. There should be a line that has the tag "chancetonameweapon" with a number. If it's not 0 then you haven't updated the settings properly or there's a bug with the settings menu.
Sk  [author] Sep 13 @ 10:03am 
@Nameless Keeper That's probably a bug. I'll fix it and let you know so you can update the mod
Nameless Keeper Sep 13 @ 7:59am 
@Sk Thank you! I already set the chance to rename on level up to 0%; what happened is that the colonists now rename it without even using it in combat. It doesn't really does much to dissuade me from using the mod (it's awesome), I'd just prefer to not have a single identifiable axe in my colony. Thank you regardless; maybe it's something to look into?
Sk  [author] Sep 13 @ 6:08am 
@Nameless Keeper In the settings menu for the mod, you can set the chance of naming a weapon to 0%.
Nameless Keeper Sep 11 @ 7:02pm 
Excellent mod, for starters; is there a way to stop naming of weapons?
Sk  [author] Aug 12 @ 1:19pm 
@Butcho
Yes, it's compatible and even for mods without patches, you can still use the bonding system as that just works on any weapon in general.