RimWorld

RimWorld

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Modern Combat - Volhvards
   
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Mod, 1.4
File Size
Posted
Updated
8.470 MB
May 31, 2023 @ 8:53pm
Aug 9, 2023 @ 11:35am
7 Change Notes ( view )
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Modern Combat - Volhvards

In 1 collection by TechnoFox
Modern Combat Series
5 items
Description
Note: instructions on how to not use RH2 weapons or apparel are down in the common questions below

Within the realm of piercing frost and snow-laden landscapes, the Volhvards stand tall as an elite mercenary faction. Unyielding in their pursuit of victory, they navigate treacherous terrains with unwavering resolve. Clad in rugged winter gear, their hardened warriors defy the elements and strike fear into the hearts of their adversaries. Masters of cold warfare, they employ tactics honed through countless battles, exploiting the harsh environment to their advantage. The Volhvards' reputation as indomitable warriors in the coldest corners of the world precedes them, making them an indispensable force in the realm of mercenaries.

Features

- A new faction known as the Volhard

- New Xeno,

- Volhvard: a faction that has a high resistance to the cold but is psychically deaf

- Volhvard Bears: genetically bigger Volhvards that have been naturally bred into large tanky variants

- Zheleznyy: Volhvard super soldiers with high propensity for violence but are rather aggressive and do not age

- Custom Settlements, with 80+ buildings

- Urban ops system with enemies staying inside, as well as having traps and fortifications

- Outposts: Volhvard bases that are spread apart these will offer some combat resources however is surrounded by several fortifications and a large amount of mortars

- Compounds: Often containing the leaders of the Volhvard, these will contain large amounts of valuable resources as well as leaders of the Volhvard and their experiments.


Updates

Aug 9th, 2023 - Found bug that was not allowing you to trade with faction and fixed

July 22nd, 2023 - Update to UFF means that factions now clear a space before spawning meaning no more empty fields with a few dudes in them!

July 18th, 2023 - Update to Volhard traders, wasn't defined hence why spawned tribal trader

June 8th, 2023 - Update to barricade def so it doesn't overwrite Mech Spawn

June 5th, 2023 - Fixed issue where settlements with CE didn't spawn mortar ammo

June 2nd, 2023: Added toggleable patch for using vanilla weapons and apparel

May 31st, 2023: Accidentally put the wrong mod into the workshop with the incorrect identification, and accidentally deleted the mod thinking it was the other one, has returned no changes and should function the same sorry for the confusion


Highly Recommended Mods


Run and gun: Recommended as some enemies will attempt to flee and will give extra engagements in gameplay.

Simple Sidearms: Allows for players to utilise guns and breaching tools at the same time

Combat Extended: This mod is intended and balanced to be played with combat extended and is highly recommended however not necessary


Incompatibilities

AI 500 and anything that alters combat ai: As far as I am tracking AI 500 has given me several errors as well as causes pawns to dig out of their fortifications, best to avoid if at all possible.


Common Questions


CE?

Yes, and recommended.


Why are there so many requirements for this mod?

To put simply it gives me as a modder a lot of leeway to create believable structures and factions without having to cram this mod with a lot of stuff. the breakdown is..

RH2 Weapons: Easier to use and already had combat extended capabilites

RH2 Clothing: Is very diverse and allows for more customisation for both this and factions in the works

RH2 Boris Furniture: A more tactical set of buildings that allows for the compounds and tactical styled rooms

Urban Framework: Contains the AI, as well as the requirements for the UO system to work

VFE: Allows for more control of the faction in the world view as well as the custom settlements

DLC's:

Ideo: for more faction control

Bio: for xeno contol and genes


Will other factions be able to utilise the urban system?

Unfortunately no, the system works off the Hadm, Volhvards, and the NWA being pre placed in the room and saved using VFE, this means that unfortunately only the Hadm can utilize the urban system. However Vanilla base generation still functions with it

Can I use this mod without having RH2 Weapons or RH2 Clothing?

- The answer is now yes and here is how. Go to settings>mod options> VFE framework> Toggle Tab (at top)> Toggle what you want switched to vanilla.

(BUT NOTE)

- You will get errors if you have removed RH2 clothing or weapons, however this is not game breaking if you have them toggled to true in mod options and restarted the game

- Enemy bases will not have any of the RH2 items chosen in their settlements so many stockpiles will be empty

- Enemies use the standard loadout/clothing of outlanders when switched to vanilla
7 Comments
khii Mar 15 @ 12:35pm 
update to 1.5
dipldocus Jul 11, 2024 @ 4:43pm 
known issue: map structures just dont generate and becomes what i call a "junkyard" because the props generate except for every fortification and building
hovershift Jun 1, 2023 @ 9:23am 
@technofox thank you for the future patch, good luck with coding and dont let the femboy coder socks grab you
Serina Jun 1, 2023 @ 12:23am 
For the equipment alternative options, most practical way to implement would probably be making the pawntypes with a set of custom apparel and weapon tags and then patch those on the available equipment items.
Serina Jun 1, 2023 @ 12:20am 
May I suggest CE Guns, CE Armors, CE Armory and CE Armors: Extended Cut as alternative equipment source mods!?
In latter two I can get you pretty much any new item you ask for.
TechnoFox  [author] May 31, 2023 @ 11:15pm 
Hey hovershift, tbh I'm not quite sure what would happen if you didn't use RH2, that being said in the coming week I intend to add a patch to the factions so that they can be toggled to use vanilla weapons and clothing
hovershift May 31, 2023 @ 10:01pm 
can i not use RH2 weapons and clothing? it adds far too much clothes and weapons for me to properly think straight