RimWorld

RimWorld

Vanilla Weapons Expanded - Quickdraw
167 Comments
Amko [He/Him] May 20 @ 9:43pm 
good god the DMR is insanely strong
Oskar Potocki  [author] Apr 9 @ 12:07am 
If it does, it's an exploit.
Nim Apr 8 @ 11:04pm 
With zero aim time, does combining this with something like simple side arms mean you can swap between weapons for infinite pew pew pew?
Oskar Potocki  [author] Mar 30 @ 9:49am 
@Bungee Gum
It requires a research project that's in VWE.
Pos 5 Mar 30 @ 6:02am 
Thanks for the great mod series! Just FYI this mod says updated to 1.5 in the tag, but the image still labeled 1.4
Bungee Gum Feb 26 @ 7:06am 
Ummmm... Why is this the only Vanilla Weapons Expanded Add-on that's dependant on original Vanilla Weapons Expanded instead of the framework?
Neitronus Jan 2 @ 2:32am 
@turkler
Ye, reported that, asked to remove.
turkler Jan 1 @ 5:29pm 
@Neitronus ce player here, for some reason the CE patch for this mod also renames the guns here, unlike every other ce ve patch.
Neitronus Jan 1 @ 7:05am 
@Oskar Potocki
Is there any way to trace it? I'm pretty sure that the only mod that patches this mod is CE.
Oskar Potocki  [author] Jan 1 @ 4:58am 
They don't. Perhaps you have some mod that changes them?
Neitronus Dec 31, 2023 @ 8:33pm 
Why weapon names ingame differ from the ones in this mod's description?
Halcyon Dec 22, 2023 @ 11:04am 
Feel like this one needs some new addons, maybe some crossovers with other newer VE weapon mods like bullpup gauss rifles or charge variants
FurtherV Oct 6, 2023 @ 6:47am 
I think the infographic on the PDW is wrong... they have the same base damage as the heavy smg, 12, instead of 4. Might be useful to add that to the changelog :)
gantsgaster Sep 10, 2023 @ 2:33pm 
"Does this mod really require VE Weapons? They are both only XML and textures, can it be used on it's own? With VE Framework?"

Plus!
Phenny Aug 21, 2023 @ 9:19am 
Me: *Sees the famas* aUEgh AErgh frEnCH Ewww
loklan May 22, 2023 @ 12:15pm 
Does this mod really require VE Weapons? They are both only XML and textures, can it be used on it's own? With VE Framework?
Jesus Christ Feb 3, 2023 @ 10:18am 
Does this mod and the other vanilla weapons mods have compatibility with Rimmu Nation² - Weapons mod?
HangrClinic Dec 2, 2022 @ 2:55pm 
HAYO looks like the Bullpup-DMR doesnt register as a heavy weapon, where the standard DRM does. minor tweek needed. the boys love their DMRs <3
The Devout Oct 15, 2022 @ 3:44am 
FINALY a mod that adds the P90 PDW
been looking for ages
Tirith Amar Aug 20, 2022 @ 4:19am 
Is it just me or do these weapons look incredibly strong?
Especially the pistol and rifle.
Victor Apr 7, 2022 @ 3:58pm 
I don't know where to report this, but the research for "Quick Draw" keep showing up even with this mod disabled, even though it adds nothing (?)
Sig Mar 17, 2022 @ 9:06pm 
@UltramarineMewtwo It also looks like the GM6 Lynx
Panas0nic Mar 17, 2022 @ 12:57pm 
how to use automatic pistol with shield or it can't? or any firearm weapon in expand can use with shield?
UlτrαΤwο Mar 10, 2022 @ 8:39am 
Ah, that's fine. Though it does look a lot like the QBU-88.
Oskar Potocki  [author] Mar 10, 2022 @ 3:19am 
You won't be in luck, it's custom made for the sake of the mod, not an actual real life gun, sorry!
UlτrαΤwο Mar 9, 2022 @ 10:03pm 
Could you help with identifying the bullpup DMR? I'm trying to find the actual name of the weapon, but googling for it doesn't help that much.

To clear up confusion I'm talking about the bullpup DMR's name, where it came from, etc.
Rosen Ritter Mar 9, 2022 @ 11:48am 
I'm a bit confused; does it already come in CE, or is it just built in compatibility? My reading comprehension is shit at the moment.
overgrown palico Jan 9, 2022 @ 5:52pm 
Hello, can you add Industrial Gun tag to P90 and Bullpup DMR?
EfeTheCaptain Nov 20, 2021 @ 12:06am 
Automatic pistol as better stats than PDW ? LOOOOOL
Bullpup rifle range ? omg joke right ?
Gutterpunk Nov 10, 2021 @ 7:38am 
Also thinking stun grenades could inflict a hearing/vision/movement penalty that lasts longer, if spamming them is still an issue. They'd be more about tossing one into a group for a lasting debuff. They would be more useful in coordinated assaults and spamming would serve no purpose.

Thanks for reading keep up the great work!
Gutterpunk Nov 9, 2021 @ 12:25pm 
Hi Oskar/team!

Can I suggest adding stun grenades to the quickdraw package?

I love the new changes with long cooldown that make them non-spammable, but id love to use them to breach and clear rooms with the rest of the quick draw set. Lot of opportunities t odo so with the new large scale ruins your mods and the expansions add.

In order to use them as part of the "quick-draw/high-speed low drag tier one operator slaying bodies" set, pawns need to be able to toss them the moment a door opens or a wall is breached to capitalize on the element of surprise. Would really reinforce the quickdraw playstlye.

Maybe make this "no aim time" only true for use-limited grenade belts in general, or give the stun grenade toss an extra second on cooldown?

Always thought long aim times for grenades were silly anyways..

Also, a couple quickdraw charge weapons would be so cool!
BladeofSharpness Oct 16, 2021 @ 3:14am 
You'll want to recheck the weapon tags, I have a tribal chief armed with a bullpup.

Against him, there is a Space Pirate armed with a derringer from your other mod, Frontier. Non sensical too.
Zamu Sep 19, 2021 @ 1:35pm 
why there is a research item that is called "QuickDraw" but it doesnt unlock anything when researched?
NoPurpose Aug 4, 2021 @ 8:36am 
Oskar, u da best <3 :2018bestcoffee:
Tutankhamun Jul 21, 2021 @ 9:36am 
I was wrong, this doesn't remove EMP grenades, it was just patch that added EMP when you research the Microelectronics....ants ate my brainz
Oskar Potocki  [author] Jul 21, 2021 @ 9:22am 
What the fuck mate
ShadeBoot Jul 21, 2021 @ 6:12am 
1.3 update please, thank you!
Oskar Potocki  [author] Jun 28, 2021 @ 1:37am 
No it doesn't.
Tutankhamun Jun 27, 2021 @ 1:11pm 
this mod removes EMP grenades
Maka Sep 11, 2020 @ 7:12am 
thanks
Oskar Potocki  [author] Sep 10, 2020 @ 7:21am 
Is possible.
Maka Sep 10, 2020 @ 6:53am 
is possible to do a mod that cover al weapon in quickdraw?
Oskar Potocki  [author] Aug 12, 2020 @ 1:47am 
You don’t need to, there is no code difference between 1.1 and 1.2 versions of this mod.
leafzxg Aug 12, 2020 @ 1:11am 
seems don’t have folder of 1.2, Please check
Polarwolf Jun 27, 2020 @ 7:40pm 
I think DMR rifle shoukd be buff rpm and nerf accuracy. Because it's quick draw?
For now ,I can't find a reason to make DMR instead of Marksman rifle.
Enlonwhite Jun 25, 2020 @ 2:53am 
I know that the autopistol in wiki is way worse then the quickdraw auto pistol, which i am glad considering the work and tech for the quickdraw one.

if the armor pen on wiki is right for vanilla then the Quickdraw weapons are a tiny bit better over all in that way, which is fine, it is a later tech.

you know what it probably was, just bad luck on my RNG, of hits and situation.

if anything, my math stats that the quick draw compared to wiki weapons of similar use, are slightly better in raw #, thought the PDW is basily the same as the heavy smg in all but 0.10 time total.
Which is all fine, I just must of had bad RNG.
Enlonwhite Jun 25, 2020 @ 2:38am 
I am looking at the wiki here to compare, something must be off on the wiki, that or Its how i move pawns in combat that affects this. Something the Numbers cant speak of here.

Either way, when looking at the wiki of these to others, in math theory you are correct.

I just am weird in how i feel about them I guess. Sorry.
Oskar Potocki  [author] Jun 25, 2020 @ 2:25am 
Fun fact: Weapon stats are pretty much Exactly the same as vanilla counterparts, with the only difference being warmup swapped to cool down.
Enlonwhite Jun 25, 2020 @ 2:00am 
I know this might sound weird but after playing a good amount in a game, i got the feeling these were only good for the first round or two of combat, but then did worse then Vanilla weapsons after that in longer fights.
All the while feeling way more research grinding, and work to get going.

I guess what I am asking is why really use these if the first burst fire doesnt down the enemy?
and in end game that is going to happen often.

I guess i just dont understand the trade off or benefits well enough.
✪Lustrous狼 May 15, 2020 @ 2:00pm 
not sure if this is intended, but the bullpup rifle has 31 range instead of 22.9