RimWorld

RimWorld

Weapon Range Rebalance for Combat Extended
89 Comments
ImNotGas Oct 12 @ 8:22pm 
@turkler hey would there be any way to implement a slider in mod settings for the amount of range nerf? my personal sweetspot is a bit further out than your settings but no where near the C:E settings
turkler  [author] Oct 11 @ 2:32am 
@Barney McGrew
>chatpgt
ew
also not only are a vast majority of the values are missing, but the few entries that are in there also have some wrong ones
Barney McGrew Oct 10 @ 11:36pm 
Ah was already on it and about to post ha! https://docs.google.com/spreadsheets/d/12-bfAu1M13d_3XJ_YWd8w-fE1ubNznjEHtpRTJ1gtBM/edit?usp=sharing

Weapon type done with chat gpt so probably not all accurate

Five seven seems like an odd outlier, rest looks good tho thanks
turkler  [author] Oct 10 @ 10:45pm 
@Barney McGrew yeah that would be good. send me the spreadsheet once you've made it
Barney McGrew Oct 10 @ 10:40pm 
As others had said, it would be good to get a spreadsheet or git that sets out the changes in full so i can change the mods without a patch myself. Thanks.
kalle2000 Oct 3 @ 11:26am 
I'm really enjoying your mod!
Would it be possible to add support for "Combat Extended Attachments"? I know it's in "Weapon Range Rebalance for AEMC" mod but it's not updated for 1.6
Arlington Sep 23 @ 1:38pm 
does this work with fortifacations industrial?
veoba Sep 22 @ 5:39am 
Near every modder of such modes tells to load his mod near bottom like we have many bottoms, haha.
Sweep Tosho Jun 25 @ 8:50pm 
okay awesome that's on me then, do you have a table or excel sheet of all of the rebalanced guns' ranges? that would be awesome
turkler  [author] Jun 23 @ 2:07pm 
@KyleFRS it is, with the bipod deployed
Sweep Tosho Jun 23 @ 1:49pm 
the table in the mod description says that the sniper rifle is supposed to be 60 with the range rebalance mod. 😵
turkler  [author] Jun 16 @ 10:51am 
@KyleFRS I checked the xml, Gun_SniperRifle is patched to have 49.9 range and VWE_Gun_MarksmanRifle is ptached to have 44.9 range. do you have any other mods that could be messing with the ranges?
Sweep Tosho Jun 16 @ 9:48am 
okay from further playtesting on stream marksman being at 55 and sniper at 60 makes sense to me, the only problem i have is the fact that all of the mechanoids severely outrange your entire industrial arsenal except for anti material rifles which it only matches at 64. otherwise everything feels good to me
Sweep Tosho Jun 15 @ 10:00pm 
i wonder if it's just on my side though... by any chance do you have a spreadsheet of all the intended ranges for the weapons so i could edit them in character editor?
turkler  [author] Jun 15 @ 9:58pm 
@KyleFRS whoops
Sweep Tosho Jun 15 @ 9:57pm 
the sniper is 50 range though?
turkler  [author] Jun 15 @ 10:18am 
I'm open to feedback if it feels off though
turkler  [author] Jun 15 @ 10:17am 
@KyleFRS yeah it's slightly less than the sniper rifle
Sweep Tosho Jun 15 @ 10:15am 
is the marksman rifle supposed to have 55 range? it feels super strong to me.
turkler  [author] Jun 5 @ 7:26pm 
@Bepis huh, I'll take a look. thanks for the report
Bepis Jun 5 @ 1:37pm 
Thank you for the mod!!!

Should this work for mechanoid weapons? I noticed the lancer weapon for small mechanoid still has insane range.. Like double of a AR for example, mech turrets also have huge range
turkler  [author] May 23 @ 8:05pm 
@Heavenly Guardian yeah maybe
Heavenly Guardian May 23 @ 6:59pm 
Could you patch ancient amorphous threat?
turkler  [author] May 22 @ 3:21pm 
btw big props to you for being able to recognize the intended vision of the mod, not many people get that and ask me to patch mods with hundreds of practically identical weapons.
turkler  [author] May 22 @ 1:57pm 
@vin see I'm not even that against patching harkon's mods. the problem is twofold
first, most of his weapon mods require his code mod to be used. his core mode is not only broken but also required a partially broken, performance intensive mod called xml extensions. harkon is very strict about permissions (and has mostly left the modding bubble) so it's not like anyone can get permission to pick up the torch.
I'd love to play with some of his mods too, his ks23 is right up my alley, but I'm afraid it's just too much trouble. I'd recommend getting another weapon pack with similar weapons
vin May 22 @ 1:14pm 
I know its probably at the bottom of your priority list considering the intended direction of this mod, but I really like what you're trying to do and miss some of the mods I used to use. I'm sure others have asked in the past already, but I think some of the guns Harkon's made in gun nut are fun and cool, would you consider patching one or two of the major collections in the future? Thanks turk.
I CANT BREEF May 20 @ 7:24pm 
Oh well. I'll use some weapons mod from the discription here, that are patched. Thank you for quick responce bro!
turkler  [author] May 20 @ 7:19pm 
no, I don't have any plans to patch those mods either
I CANT BREEF May 20 @ 7:11pm 
Hi Turkler and Bean, guys, can you tell me pls, does your range tweak mods work with ModularWeapons mod? Basic CE guns indeed shoot a bit too far for my liking, and i want to use your mod to fix it, but at the sime time I want my beloved pawns to be true gravy seals dressed in cool drip!

ModularWeapons mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2878204522&searchtext=weapon+modulation

Or maybe your mod work with this one?
Modularization Vanilla Weapon
https://steamcommunity.com/sharedfiles/filedetails/?id=2890560539
Bean Apr 28 @ 3:07pm 
Works for me! just sent you a discord dm so we dont have to flood your comment section lolol
turkler  [author] Apr 28 @ 3:00pm 
@Bean you can take the whole patch if you'd like, I wouldn't mind dropping support on my end and redirecting people to yours
Bean Apr 28 @ 2:54pm 
Sure! I am currently pretty far along in a playthrough with DMS. Ill throw patches on whatever I think needs dif numbers and just set mine to load after yours
turkler  [author] Apr 28 @ 2:33pm 
@Bean would you be interested in adopting the dms patches? I don't play with dms so the numbers for that patch are a bit all over the place.
Bean Apr 28 @ 2:00pm 
looks like they are the 3 guns found in CE/Def not CE/Patches for DMS AC
Bean Apr 28 @ 1:52pm 
looks like izhmal, gshg, and Yak-B may have been missed in DMS ancient corps.
For now, just gonna update my sub-mod to patch those 3
Sgtknispel23 Apr 27 @ 12:10pm 
thanks for this mod i will be using it in my next run, one thing that always did bug me was the ranges of everything in CE
turkler  [author] Apr 27 @ 7:50am 
@Lobster君 yes
ShadowF Apr 27 @ 7:14am 
How about the turret range? Is it also rebalanced
Bean Apr 25 @ 4:10pm 
<3
turkler  [author] Apr 23 @ 7:54pm 
@Bean yes
Bean Apr 23 @ 6:40pm 
is The Dead Man's Switch - AncientCorps patched?
Goldengear1111 Apr 10 @ 7:40am 
Any one know if there is a arma 3 patch?
Bean Mar 24 @ 1:31pm 
Patched for rimsenal Spacer Faction pack here: https://steamcommunity.com/sharedfiles/filedetails/?id=3451410015
Dealer Mangan Feb 28 @ 11:46pm 
Gun Nut mod series patch would be lovely.
turkler  [author] Feb 8 @ 11:06pm 
@ChenLongMaster97 yes
ChenLongMaster97 Feb 8 @ 5:27pm 
Is this mod safe to remove mid-game?
Asterza Feb 7 @ 8:14am 
GOATed, thanks man !
turkler  [author] Feb 7 @ 4:39am 
@Asterza I patched [RH2] Faction: Gruppa Krovi, also patched [RH2] Faction: Bounty Hunters while I was at it
SFH Feb 7 @ 3:51am 
Alrighty, thanks
turkler  [author] Feb 7 @ 2:49am 
@SFH that mod is already patched, I just forgot to add it to the description it turns out