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GiTS Seburo Advanced Weapon Systems
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Mod, 1.4, 1.5
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1.008 MB
30 maja 2024 o 17:59
22 września 2024 o 18:07
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GiTS Seburo Advanced Weapon Systems

W 1 kolekcji stworzonej przez themoistestwhale
GiTS Mods
Przedmioty: 3
Opis
Seburo Advanced Weapons Systems is a Japanese megacorporation tasked with creating modern security equipment. Founded in 2024, Seburo provides only the most cutting-edge in small arms weaponry available, found in a multitude of military and police units across the globe. In demanding situations where gear is paramount, Seburo provides an experience unrivalled by any other.

This armory mod adds 14 new advanced industrial weapons from the world of Ghost in the Shell, with a focus on the Stand Alone Complex series. While all the guns included in this mod are relatively unique to some extent or another, focus is placed on high armor penetration for cyberised or armored opponents. Some weapons are extremely heavy and bulky, relying on hard firepower to accomplish this and its user to be heavily cyberised themselves to manage the weight. Others, meanwhile, are light and compact concealable arms that trade off overall firepower or range for this capability. Nonetheless, all these arms remain effective, and many of them specialise in combat in close quarters. All of these weapons will hopefully make interesting additions to your colony's armory!

Included also are multiple 'iconic weapons' from the series, including; Batou's handgun, Togusa's Revolver and Motoko's SMG from the original movie.


Mod Content

SIDEARMS
  • Seburo M5: The iconic sidearm is highly concealable and features SA/DA firing as well as an ambidextrous safety. For Combat Extended, this handgun uses 5.45x18mm ammunition and has a 20 round double-stack magazine.
  • Seburo M10: This M5 in spirit features a longer barrel but still remains its concealability. For Combat Extended, this handgun uses 5.45x18mm ammunition and has a 20 shot capacity.
  • BDA M-7: This is a fictional variant of the BDA series chambered in .45 ACP. For Combat Extended, this gun uses .45 ACP ammunition and has a 14 round double-stack magazine.
  • 2008M: This fictional revolver utilises firing recoil to revolve the cylinder as well as re-engage it. It features a speedloader and is rather compact. For Combat Extended, this revolver uses .357 magnum ammunition and has a 6 shot capacity.

SMGS
  • Seburo C-25A: This slightly janky compact PDW features forward ejection and a top-mounted brass catcher. It has an extremely high fire rate and utilises rounds capable of penetrating cyberised targets and lightly armored foes, but also has somewhat lackluster velocity. For Combat Extended, 5.45x45mm ammunition with a 50 round capacity.
  • Seburo C-27A: Described as a close quarters suppression firearm, this submachine gun will dominate in close quarters and features the same armor-piercing rounds of the C-25A. Additionally, this gun has an underbarrel high-velocity direct fire 20mm launcher firing HESH grenades for harder targets- reloaded using 10 chemfuel per charge. For Combat Extended, 5.45x45mm ammunition with a 50 round capacity for the primary gun, and 20x42mm grenades for the underbarrel launcher.
  • CZN M-22: An iconic submachine gun, this bullpup design no longer requires barrel changes after excessive use in combat and has appreciable performance at distance for a SMG. For Combat Extended, 5.7x28mm ammunition with a 30 round capacity. Additionally, the overpressure rounds featured in the movie have been added for this gun specifically, which it will default to rather than FMJ rounds.

RIFLES
  • Seburo C-26A: This bullpup assault rifle utilises specialised rounds that can penetrate cyberised or lightly-armored targets with a focus towards urban close quarters combat. Comes with a laser sight built into the frame above the muzzle. For Combat Extended, 5.45x45mm ammunition with a 50 round capacity.
  • Seburo C-30: A variant of the C-26A, this version is militarised with a focus on offensive capability. It features a longer barrel, optical sights, and an underbarrel 40x51mm Grenade Launcher reloaded using 20 chemfuel per charge. For Combat Extended, 5.45x45mm ammunition with a 50 round capacity for the primary gun, and 40x46mm grenades for the underbarrel launcher.

PRECISION RIFLES
  • Seburo SRPS: A scaled-down version of the venerable Seburo SR-50 rifle, this sniper rifle was designed for police service. Chambered in a smaller calibre, it has less reach than its larger counterpart as well as less firepower, but is much lighter and accurate at distance. Additionally, this model comes fitted with an integral suppressor, which helps with hunting game or raiders. For Combat Extended, .300 Winchester Magnum ammunition with a 15 round capacity.
  • Seburo SR-50: A bolt action rifle of massive size- and weight- this gun is capable of blowing holes through cyberised and armored threats at long distance with its extreme firepower. Its also rather loud, though. For Combat Extended, .50 BMG ammunition with an 11 round capacity.
  • Seburo SR-50 Suppressed: This variant of the SR-50 features an incredibly large suppressor in a serious attempt to tame its gunshots. It makes an oddly decent hunting tool for fauna of unusual size. For Combat Extended, .50 BMG ammunition with an 11 round capacity.
  • Seburo AASR: This monstrosity of a rifle is designed to be wielded by cyberised users against heavily armored targets. Firing high velocity armor piercing rounds, this rifle combines the accuracy of many precision rifles thanks to its advanced electronics and stability with the heavy firepower required to take out tanks or mechs. For Combat Extended, this uses 12.5x130mm rounds and has a 9 round capacity.

MACHINE GUNS
  • Seburo MG: An imposing bullpup HMG, this was designed with bionically augmented users in mind. Has hard hitting, armor-piercing firepower with decent accuracy at distance at the cost of being quite bulky and heavy. For Combat Extended, .50 BMG ammunition with a 115 round capacity. Yes, really.

Footnote: Underbarrel launchers only function for Vanilla 1.5 and Combat Extended users currently, as Vanilla 1.4 does not offer me the tools to implement this there. Sorry!


Combat Extended
This mod will self-patch when loaded after Combat Extended and was balanced based off of CE's Gun Stats and Projectiles Calculator. This includes underbarrel launchers for the guns that feature them.

Currently this mod will also add three new ammo types, as well as an additional variation of the 5.7x28mm ammo.


Compatibility
  • No known incompatible mods.
  • Should be safe to add to save games. It is never safe to remove a mod from a save, but removing this mod should not cause significant issues.
  • Contains mod extensions for compatibility with Muzzle Flash mod. Suppressed guns do not use this, as they do not really produce muzzle flashes.
  • Contains adjustment defs for compatibility with Aelanna's Weapon Racks mod.
  • Not tested for multiplayer compatibility. If it works, you can tell me in the comments.

Simplified and Traditional Chinese translation by Akiu.


Thanks
themoistestwhale and dodgy_0 are responsible for the gun textures used by this mod.

Thanks to #mod-development and #mod-art in the Rimworld discord for advice towards creating this mod.

All audio is sampled from Freesound, specifically from the users qubodup and michorvath.

Rimworld is owned by Ludeon Studios.

RimworldFont used in preview image was created by Marnador.
Komentarzy: 43
themoistestwhale  [autor] 20 kwietnia o 8:27 
@Ranger Dimitri Huh, that's interesting. Never personally used the Holsters mod before so I am unfamiliar with how it works, but I may look into that if I find the time.

You're correct in thinking it's more of a thing on their end to sort out as this mod's textures aren't too different from how other mods present textures (the resolution is a bit higher than average, but there are plenty of other gun mods with the same res), so the only thing I can think of is that if you're using Combat Extended in your mod list as well the fact this mod uses CE's DrawGunExtension might not sit well with the Holsters mod. If you're not using CE then uh, no clue other than the resolution of this mod's textures.
Ranger Dimitri 20 kwietnia o 8:20 
Got to say, nice guns for the mod. Love Ghost in The Shell. So good on you to provide the guns from it in here. That said, the weapon sprites seem to have a bit of a visual issue with regards to the Holsters mod, namely the holstered version of them seem smaller than the actual drafted version. It's probably more for their mod to figure out on their end. But feel like sharing it here. Still, the guns are great all the same!
Petrus Aurelius 22 stycznia o 21:31 
A fifty cal man-portable machine gun? Stop talking, I am sold.
Rondson 10 stycznia o 3:31 
Understandable, boss. Have a good one all the same!
themoistestwhale  [autor] 10 stycznia o 3:14 
@Rondson I avoid apparel generally as doing it requires an insane amount of graphics, though recently I did have some combat visors used in GitS as well as more generic ones inspired by the aesthetic done.

I’m currently away and also lacking motivation to work on it right now, but when I find time/energy I may complete those. Usually apparel functionality is quite simple to add but I was experimenting with some more advanced functionality I’d still need time to work out.
Rondson 10 stycznia o 2:48 
Excellent sprites and assortment of items overall.

Any plans for armours/outfits/appearances inspired by SAT?
themoistestwhale  [autor] 14 września 2024 o 9:44 
@Гладкий Криминал Glad you fixed the issue and thanks! One day I will get to finishing the main GiTS Cybernetics mod but I have no motivation.
Гладкий Криминал 14 września 2024 o 9:07 
@themoistestwhale didnt find reason, but solved it with autosort by rimpy manager :) Thx for ur work)
P.s. Your cyberbrains mod are awesome :steamhappy:
themoistestwhale  [autor] 14 września 2024 o 0:35 
@Гладкий Криминал Sounds like a mod conflict or something like that for sure, yeah. This mod adds ammo exactly the same way CE does so there should be no reason it specifically is breaking. I hope you find the mod breaking it!
Гладкий Криминал 14 września 2024 o 0:07 
@themoistestwhale probably it's mod conflict , added them manualy to another bench - but they dissapear after pawn drop them on flor after crafting.