RimWorld

RimWorld

Star Wars KotOR Weapons and Armor
427 Comments
BiggestVhagarFan Jun 11 @ 7:47pm 
Would it be possible to just have an apparrel version?
hestaby316 Jun 9 @ 8:29am 
How do you check which armour/weapons are upgradeable. As so far only can click on the bench to upgrade a lighsabre even though tried a few armours and modifications(crafted and put in storage - colonist wearing different armours).
Twitxx Jun 4 @ 5:25am 
So, after some experimentation I found out that none of the shields from this mod are working. I've tested it with the sith shield, echani dueling and the simple one. Also, I've used several types of weapons, from repeating blaster carbine, sith assault gun, sith sniper rifle to normal vanilla weapons or weapons from other star wars mods that add blasters. I can see the hediff and the shield activating, it just doesn't go down nor does it stop any kind of projectiles from going through, damage is as normal, with or without.

Any idea what might be causing this? I don't use CE, but I do use some other star wars mods. Thank you.
Twitxx Jun 3 @ 3:24pm 
I just wanted to say thank you for all of your work. It's absolutely insane the sheer amount of resources and time you've put into all of these mods and I can see that it's a labour of love. Really, thank you so much!
Dressari Jun 1 @ 4:40pm 
@guy762 Yeah I managed to figure it out after some finagling, thanks for the reply!
blackwolf3910 Jun 1 @ 10:12am 
I love your mod, just a shame lots of gear is "uncraftable", the hero gear i could understand but gear like armoured robe, Sith marauder gear etc should be craft-able.
guy762  [author] May 30 @ 9:43pm 
@Dressaru I set some of the heavier blaster pistol models (heavy blaster, disruptor pistol, and microrepeater I think) to be main hand-only weapons by default, so that could be messing with things if the held shield is also considered a main hand-only item. you'd probably wanna go into the options and set both to be "off-hand" items
guy762  [author] May 30 @ 9:39pm 
@bd1606 If you're looking for bionics with some kind of visual component to them, this mod does have three tiers of "modular implant docks" which display as little metal bits on a pawn's head. These let you freely load and unload all sorts of different stat-boosting implant items into it. I would just combine that with the vanilla/royalty bionics to create a Vader-like pawn since the higher-tiered implant items can give pretty strong stat bonuses and the vanilla bionic parts works well enough as a representation for upgraded body parts.

Of particular note, I gave the third tier implant dock some harsh drawbacks since it's primarily based on Lobot's cybernetics. For planned stuff, at some point I was planning on making non-visual interchangeable cybernetic hands that give different built-in weapons (think Barett from FF7), and I've also been mulling over how to implement Grievous' cyborg body for when we eventually start working on Clone Wars-era stuff
Dressari May 26 @ 3:56pm 
So I'm trying to use blaster pistols or one handed weapons with say held Shields, and I have the dual wielding mod installed. I can use regular pistols with a shield no problem but for some reason whenever I try to use them with a one handed blaster pistol, it says it cannot be used with the shield as if it's trying to be a two handed weapon despite being set as a one handed and a secondary weapon in the mod. Any ideas?
bd1606 May 23 @ 11:45pm 
I'm rather new to this series of mods, so forgive me if this has been asked for, requested or planned, but i think more bionics options would be a rather interesting to be implemented into the apparel or droids pack, Starkiller, Vader, Grievous, have all sorts of cybernetic enhancements/dependencies that i think would be quite immersive to have in rimworld, (especially if it restricted force/stance usage in pawns, but that sounds difficult) that simply aren't included in the base game, if there's another mod that does this, or this is included please do let me know, good shit though loving this so far.
Darthsawyer Apr 28 @ 4:46pm 
Fantastic, thanks for adding the stances in! Appreciate it!
guy762  [author] Apr 28 @ 4:16pm 
@Red Hood yes, this mod's lightsabers are able to deflect by default

@Darthsawyer should be fixed now
schmitt.timo2009 Apr 28 @ 9:28am 
is this CE compatible ?
Darthsawyer Apr 27 @ 1:28pm 
FYI the new lightsaber mod with the lightsaber forms that was split off from Star Wars Psycasts has not added compatibility with KOTOR lightsabers, so you will not get forms while using them.
Red Hood Apr 21 @ 7:48pm 
Does this Mod add the ability to deflect projectile using lightsabre ? or is it from a different mod
Zyro Apr 19 @ 4:51pm 
Modular Implants, item mods, resources, and drugs (including the health kits) are tradeable with bases and regular traders. Weapons, armor, gadgets, and droid parts are only tradeable with KOTOR-specific traders like the jawa scavenger or mandalorian armorsmith.

TLDR: Weapons are only tradeable with regular traders if they have the WeaponRanged tradetag or WeaponsMelee thingcategory. Armor's only tradeable if it has the SimpleClothing, Clothing, or Armor tradetag. You can fix this just by adding those in the base and removing inherit=false on the actual items in this one, since none seem to inherit from anything but those bases.
Hadraniel Apr 19 @ 4:00pm 
@guy762 Oh, I didn't know that. I guess it's the reason. Well, time to add even more mods and start a new run.
guy762  [author] Apr 19 @ 3:20pm 
@Hadraniel hmm, were they the lightsabers from this mod or from The Force: Psycasts? if they were from psycasts, the update from yesterday was save-breaking and you'll need to roll back to the previous version of that mod and remove all the lightsabers to keep the save going

https://github.com/JodemLee/TheForce_Psycast/releases/tag/currentSteamReleaseV1
Hadraniel Apr 19 @ 2:10pm 
@guy762 It's only lightsabers, when I load my save all the characters who are equipped with lightsabers just dissapear.
guy762  [author] Apr 19 @ 12:39pm 
@Zyro @Lathrael looking into fixing this, is it just weapons that aren't buyable or is it every KotOR item category?

@Hadraniel @Darthsawyer those can be safely ignored for the time being, they're missing reference errors due to Lee's lightsabers being moved to a new mod. will be fixed in a pending update
Darthsawyer Apr 19 @ 12:26pm 
Also getting the same errors as Hadraniel
Hadraniel Apr 19 @ 11:08am 
I have a quite a lot of errors because of the lightsabers:

Could not resolve cross-reference to Verse.ThingDef named Force_Lightsaber_Curved (wanter=blackWeaponList)

I have what looks like the same errors for all the different type of lightsabers.

(BTW I love your mods)
Lathrael Apr 5 @ 8:34am 
@Zyro I'm having the same problem. I think i will need to add those manually until it gets fixed. No one buys those weapons.
Zyro Mar 31 @ 6:57am 
The equipment doesn't have the vanilla weapon or armor tradetags, so you can't sell or buy most of the modded gear since even KOTOR-specific factions use vanilla traders. Is this intentional or an oversight?
guy762  [author] Mar 30 @ 3:07pm 
@Lornair you need to complete the "Advanced Physiology" research project and have a level 14+ doctor to perform the surgery
Lornair Mar 30 @ 1:04pm 
How do you install the implant dock i cant find it as an operation
guy762  [author] Mar 28 @ 12:58pm 
@Rappers I think Lee is splitting the lightsabers off into a separate mod and may be rewriting/removing his override patch that does that, so stay tuned for that

@Confusion intensifies if you're using the BetterLoading mod, try removing that since users in the Star Wars Xenotypes comments were having similar issues that were fixed by removing it

@sauske713 good catch, it seems I forgot to add in allowed crafting benches to all of the "headband" items. will be fixed in the next update
Rappers Mar 24 @ 4:33am 
Is it possible to add compatibility with the Force - Psycast mod? The kyber crystals from that mod overwrite the colour crystals from this mod, so you are unable to craft any lightsabers.
Confusion intensifies Feb 26 @ 10:55am 
Most of the pawns spawn without heads.

Logs contain a bunch of errors like those

Tried to register the same load ID twice: null, pathRelToParent=/sourcePrecept, parent=guy762_UniformCap1210

Tried to register the same load ID twice: null, pathRelToParent=/sourcePrecept, parent=guy762_SithUniform_officer1151

And those

Textures were not found for one or more extended graphics for guy762_DroidRace_T3series: Droid/T3/T3_mask

Textures were not found for one or more extended graphics for guy762_DroidRace_KX12UPD: Droid/KX12/KX12_mask

I guess it started after the latest update but im not sure
NM$L Feb 13 @ 11:37pm 
Does this mod have the same lightsaber with that psycast mod?
sauske713 Feb 4 @ 3:02pm 
Am I missing something, or how do I craft the Breath Mask from the ADV Physiology research? it doesn't give a crafting station when I look at the recipe.
PPePP Feb 4 @ 9:06am 
There's any plan in making it CE compatible?
Paprikahörnchen Feb 1 @ 12:06am 
Hello!
Is it right, that no item of this mod has a quality? That makes it a bit difficult to use them with Mend & Recycle and all that
Codetac Jan 30 @ 3:16pm 
Is there something to fix the kyber crystal spawns?
Xans Jan 20 @ 2:07pm 
is the mod compatible with CE?
guy762  [author] Jan 5 @ 11:15pm 
@Magnetcross that's just the error that pops up when you're subscribed to two different mods with the same mod ID (original AthenaFramework and the fork of it). unsubscribe to the original AthenaFramework and that should get rid of that particular error
Magnetcross Jan 5 @ 10:48pm 
(UnityEngine.Rect,System.Collections.Generic.List`1<Verse.ListableOption>)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MainMenuDrawer.DoMainMenuControls_Patch1 (UnityEngine.Rect,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MainMenuDrawer.MainMenuOnGUI_Patch2 ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.UIRoot_Entry.DoMainMenu_Patch1 (Verse.UIRoot_Entry)
Verse.UIRoot_Entry:UIRootOnGUI ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch1 (Verse.Root)
Magnetcross Jan 5 @ 10:48pm 
Tried loading mod with the same packageId multiple times: smartkar.athenaframework. Ignoring the duplicates.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.ModLister:TryAddMod (Verse.ModMetaData)
Verse.ModLister:RebuildModList ()
RimWorld.Page_ModsConfig:PreOpen ()
Verse.WindowStack:Add (Verse.Window)
RimWorld.MainMenuDrawer/<>c:<DoMainMenuControls>b__24_4 ()
Verse.ListableOption:DrawOption (UnityEngine.Vector2,single)
Verse.OptionListingUtility:DrawOptionListing
Magnetcross Jan 5 @ 10:48pm 
now says this when you added the athena framework mod. Will try the mod without the athena framework now that i resubbed, will update and lyk
guy762  [author] Jan 5 @ 1:17pm 
@Magnetcross try resubscribing to the Resources mod. I'm not sure why those sounds would be broken for you, but I *have* been adding new sound files lately which could have upset something
Magnetcross Jan 5 @ 1:04am 
everytime anyone fires a blaster i get spammed with debug logs

Cannot play kotorsound_rifle (subSound UnnamedSubSoundDef_: No resolved grains.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.Sound.SubSoundDef:TryPlay (Verse.Sound.SoundInfo)
Verse.Sound.SoundStarter:PlayOneShot (Verse.SoundDef,Verse.Sound.SoundInfo)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Verb.TryCastNextBurstShot_Patch1 (Verse.Verb)
Verse.Verb:VerbTick ()
Verse.VerbTracker:VerbsTick ()
Verse.Pawn_EquipmentTracker:EquipmentTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Terrofex Dec 28, 2024 @ 2:21pm 
Is there any chance Athena dependency will be removed at some point? Both versions of it that exist at the moment make map loading cry at random intervals
PPePP Dec 28, 2024 @ 1:43pm 
Is it CE compatible? bc when a saber deflects a bullet, the bullet just stops midair and stay there permanently, i have to delete it with dev :steamsad:
DocHolliday Dec 26, 2024 @ 9:29am 
I think 20% would be perfect personally! I did notice the sniper shot modifier too, as I was attacking the Mando's my sniper dude was the only guy who could reliably kill them without thermal detonators so I think that is pretty solid. Thank you for for the hard work regardless, super in depth overhaul mods like these can singlehandedly keep games alive and definitely sky rocket the replayability.
guy762  [author] Dec 25, 2024 @ 10:40pm 
@DocHolliday honestly I've been waiting two years to get this kinda feedback on how I balanced things. I could bump the armor penetration values on standard blaster bolts up to, say... 20%. it's also worth noting the projectiles from the Sniper Shot and Power Blast abilities also have bonuses to armor penetration (I had forgotten about this until I looked at the projectiles document just now)
DocHolliday Dec 24, 2024 @ 2:42pm 
From personal experience it just makes it feel more gamey ironically. Either everyone is using disruptors or your guys are kind of useless when fighting people like the Mando's or really any main faction such as the Republic. I tried to create a little sith army and gave them primarily sith assault guns as that sounds like it would be the default for sith soldiers. Five of them lined up couldn't kill a single Mandalorian before he ran up and started slashing them to death with a sword lol, I like the idea of progression but it sucks that most of the faction specific laser weapons become about as useful as vanilla pistols when used against anyone with decent armor, the vanilla assault rifle has 16% armor pen for example. Either way it's your mod and to each their own. I still find it fun especially with everything this series has to offer it just makes holding a steady theme a little more difficult imo.
Angus Beef Dec 22, 2024 @ 4:51pm 
@guy762 That sounds incredible! Great way of going about it in my opinion because it will still be difficult to make it.
DocHolliday Dec 19, 2024 @ 7:19pm 
fair enough, thanks for the explanation I haven't looked at disruptors yet.
guy762  [author] Dec 19, 2024 @ 5:19pm 
@DocHolliday standard blasters have 5% armor penetration so they don't take away from the usefulness of disruptors, which have 100% penetration. this mod is also based on an RPG, so the weapons were balanced around having a sense of progression using the weapon upgrading system and higher-tier weapon variants, rather than everything being lethal to any enemy type.

Star Wars blasters fire condensed bolts of plasma which more or less just operate off of movie/videogame logic, unlike actual lasers

@Angus Beef I think I've come up with a good way of making it craftable involving a new "Plastoid" material (what Stormtrooper armor is made of). how does this crafting sequence sound?

Chemfuel -> Plasma Furnace workbench = Plastoid
Plastoid + Cloth = Synthread
DocHolliday Dec 19, 2024 @ 2:36pm 
That's just my opinion obviously, so regardless, this mod series is amazing and great work!