RimWorld

RimWorld

Vanilla XCOM Weapons
109 Comments
Free 2 Pay Feb 22 @ 4:32am 
i use linux ;(
flango  [author] Feb 22 @ 1:40am 
are you on Linux or using the "Fast Mod Audio Load" mod? there are issues regarding .mp3 audio with these
Homar Feb 22 @ 1:37am 
No sound, checked the others too and the exact same, the only one that seems to work is the laser one. It's sad to remove these cool weapons
sdarck2 Jan 31 @ 11:26pm 
it's cool to see xcom weapons in rimworld
Free 2 Pay Nov 17, 2024 @ 10:28am 
no aduio on any of the weapons for some reason not sure for the cause otherwise works fine
WeaponHeX-23 Apr 27, 2024 @ 9:39am 
@flango, Thanks
flango  [author] Apr 27, 2024 @ 4:13am 
@XPsycho, done
WeaponHeX-23 Apr 26, 2024 @ 10:14am 
Can you update the Advent Weapon mod to 1.5?
Fox рис Apr 23, 2024 @ 11:12am 
flango@ thank you:spiffo:
flango  [author] Apr 23, 2024 @ 4:36am 
updated to 1.5
Fox рис Apr 22, 2024 @ 5:40am 
1.5?:headcrab:
WeaponHeX-23 Apr 13, 2024 @ 1:45pm 
1.5 update?
flango  [author] Mar 5, 2024 @ 11:40pm 
i wanted to make the ripjack functional (grappling and pulling) in the future remake of the weapon mods
Dizzy_Dares Mar 5, 2024 @ 4:38pm 
no ripjack?
Bambaryła Nov 20, 2023 @ 12:12am 
@Doomscroller5000 you have to report that in CE github
flango  [author] Nov 19, 2023 @ 11:59pm 
idk i'm not the one who made the patches
Doomscroller5000 Nov 18, 2023 @ 7:42pm 
For the Psi Amp Weapon for CE, it says: Trying to get stat MeleeArmorPenetration from XCOM_Util_CVPsiAmp which has no support for Combat Extended.
Bambaryła Jun 28, 2023 @ 7:41am 
You can change the description to say that CE is compatible now :D
flango  [author] Jun 28, 2023 @ 5:23am 
oh right, the chosen pack exists
Bambaryła Jun 28, 2023 @ 2:08am 
Hi Flango, I was responsible for getting the CE Patches.
Vanilla XCOM, Magnetic, Laser and Plasma are CE patched
Chosen are _not_ CE patched

Pirates/Warcaskets is currently waiting for merge.

I have also created together with BillDoors another patch which adds ammo variations (waiting for merge).
flango  [author] Jun 18, 2023 @ 10:24pm 
It's split into subfolders
Ren Jun 18, 2023 @ 9:04pm 
Oh which ones? Their github only shows this one is patched is why I thought this was the only one
flango  [author] Jun 18, 2023 @ 8:50pm 
Other xcom weapon packs are patched as well
Lurmey Jun 18, 2023 @ 12:19pm 
Just FYI this mod seems to work fine with CE. Either they've patched it to work or the autopatcher does a good job balancing it with respect to other weapons. Assault rifle for instance is very fairly balanced against other 5.56 calibre rifles and even holds a candle against some 7.62 or .277 battle rifles.

One thing I have noticed that's missing however, is the Ranger's melee weapon. Was that omited intentionally because it is similar to vanilla longsword, gladius, etc?
flango  [author] Apr 28, 2023 @ 1:14pm 
no idea
Vulcan Apr 28, 2023 @ 1:12pm 
@flango Will Vanilla XCOM Weapon be compatible with muzzle flash?
flango  [author] Jan 14, 2023 @ 5:52am 
I started working on the armor mod a long time ago and while i was working on rocket launchers and flamethrowers built into EXO/WAR suits i derailed and started working on a framework that i will later use for my future mods.
And i need someone to make all the armor textures for me, because i'm not that good at art and never made any armors before.
It will be done someday though.
bryanfran42 Jan 14, 2023 @ 4:14am 
Hey @flango, since you've done the weapons pack, any chance for making an XCOM Armor pack?
Do you know the Musketman? Dec 2, 2022 @ 10:13am 
Anyone else having a problem with the Bolt Caster? Its got the hunting stealth boost so i gave it to all my hunters and my colony nearly starved cuz they missed literally every shot. I watched for several days to make sure it wasn't chance. the only time they killed anything was when they triggered a manhunter and beat it to death in melee. I haven't been able to find a single injury from the bolt caster (and this is even on pawns with 18 shooting)
Glass Fruit Nov 10, 2022 @ 10:11am 
ooh that would be very nice! thank you!
flango  [author] Nov 10, 2022 @ 4:08am 
no, but i hope i will be able to make them paintable in the future.
Glass Fruit Nov 9, 2022 @ 11:18pm 
Are the guns paintable?
General Brasch Oct 29, 2022 @ 9:28am 
every xcom weapon should have a hidden .1x accuracy multiplier.
flango  [author] Oct 28, 2022 @ 7:08pm 
Thought of adding a grappling ability into the armor/utility pack and the "remastered" version of existing mods.
And again, they will come out after i finish the framework and get the art done - in a distant future.
Aranador Oct 28, 2022 @ 7:59am 
Awesome. I will continue to use XCOM themed mods :) SO far I have just started a game using these weapon sets, and I'd like to say that the balance within the conventional tier has been nice. Weapons are sufficiently different from each other in how they work, but there isn't a one weapon that is so much better than the rest to make them all redundant. I am looking forward to the higher tiers. Just one buring question . . . SWill I get a skirmisher grapple :)
flango  [author] Oct 28, 2022 @ 7:19am 
i'm working on my own framework which includes abilities that can be tied to equipment, like apparel and weapons, so no need to use VEF.
i'll continue making (and remaking) XCOM themed stuff when i'm ready to release the framework.
Aranador Oct 28, 2022 @ 3:17am 
Do you feel lie using the Vanilla Expanded Framework (or other solution) and adding XCOM secondary weapons that get equipped to a special utility layer secondary weapon slot, that then give the pawn with the item equipped an additional special ability to use that secondary weapon? So our XCOM soldiers could be carrying their assault rifle and a smoke grenade, or machette, or mimic beacon, or arc thrower, ect. I fully understand if not :P
flango  [author] Oct 24, 2022 @ 1:04pm 
no, there's no patch for proper shotguns
xTRACKERx Oct 24, 2022 @ 8:10am 
did this mod work together with "Proper shotguns" ? (pellets instead of one bullet)
flango  [author] Oct 22, 2022 @ 11:55am 
Updated to 1.4, should still be compatible with 1.3.
Tryx-the-Umbreon Sep 30, 2022 @ 11:51pm 
Nice. I will certainly be looking into adding a gunslinger of my own to my pawns... If i ever find the weapon in the shop of course. The RimWorld economy is quite a fickle thing after all
flango  [author] Sep 30, 2022 @ 6:44pm 
When i was making this pack, i was unfamiliar with c# coding, which i would probably use for the shadowkeeper. Without any special effects it's basically a normal pistol.
I may add it into the upcoming all-in-one pack or update this mod.
Tryx-the-Umbreon Sep 29, 2022 @ 10:42pm 
Just curious but i was wondering if there is any specific reason you didn't add the Shadow Keeper with this weapon pack? I'm not complaining about the weapons that ARE in the pack but i believe it was enough of a game changer for gunslingers that it should be involved. I understand if you don't see it as worth while with adding the model and what not but it is a curiosity of mine none the less.
flango  [author] Sep 14, 2022 @ 10:52am 
never made a CE patch before, but i'll make it someday.
feeling lazy when it comes to updating my old mods, but working on other projects instead, as well as future xcom-themed mods.
adam Sep 14, 2022 @ 10:18am 
@Flango have you consider making an ammo type for this mod because i had to disable it because it wasn't compatible with combat extended
flango  [author] Sep 1, 2022 @ 12:28pm 
i meant that on RimPy neither steam or local versions ask for oversized weapons
Hominus Sep 1, 2022 @ 11:01am 
Weird, it only marks the dependency on Rimpy, the mod on the steampage doesn't. I tried redowloading it and it still asks for the Oversized Weapons mod. Anyway thanks for the quick response.
flango  [author] Sep 1, 2022 @ 3:22am 
that's strange, i subscribed to all modules on steam and none of them show oversized weapons dependency.
maybe try redownloading it?
flango  [author] Aug 31, 2022 @ 8:37pm 
sorry, i'll fix that soon
Hominus Aug 31, 2022 @ 7:48pm 
RimPy still marks Oversized Weapons as a dependency for this mod