RimWorld

RimWorld

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Star Wars KotOR Weapons and Armor
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Mod, 1.5, 1.6
File Size
Posted
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88.917 MB
Feb 25, 2023 @ 1:09pm
Aug 24 @ 7:21pm
48 Change Notes ( view )
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Star Wars KotOR Weapons and Armor

In 1 collection by guy762
[OFFICIAL 1.6] Star Wars Knights of the Outer Rim (KotOR)
18 items
Description
[github.com]
[github.com]
Adds blasters, lightsabers, vibroblades, grenades, gadgets, armors, equipment, and the full upgrading system from Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords!


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- All melee weapons supported with animations!
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- All weapons have preset settings!
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- All weapons have preset hand positioning!
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- Large lightsaber crystal formations will spawn in crystalline caverns!
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ADDITIONAL NOTES:
~~~~~~~~~~~~~~~~~
- JECSTOOLS: NO LONGER REQUIRED

- ATTACK VERBS: The attack commands don't like to go through unless you toggle the "fire at will" gizmo off while your pawn is drafted.

- ARMOR: Most armors don't have "fat" bodytype textures. I am actively working towards making these for the KotOR Factions mod's release.


~~~~~~~~~~~~~~
KNOWN ISSUES:
~~~~~~~~~~~~~~
- There's a bunch of "incorrect ForcedMiss settings" error messages that pop up in the error log. You can ignore those. For some reason the game wants weapons to only fire explosive projectiles if they have forcedMiss settings enabled, but it works perfectly fine if normal projectiles are used despite the error message it gives.

- There are also some "ErrorInParallelForEach" error messages that pop up with Vanilla Psycasts Expanded installed. I believe these are related to something in the PawnKind modExtension, but I have no idea what, and it doesn't seem to affect gameplay at all. You can (tentatively) ignore these too.

- Some users may be unable to scroll down in the vanilla research UI when on the SWKotOR tab, cutting off some of the research projects from view. I have zero clue what to do about this other than recommending a research UI overhaul mod since I think this is a base game issue, and my research projects & tab seem to be set up correctly in xml. TO FIX THIS I strongly recommend using this mod or another research screen overhaul mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3263594757


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CREDITS:
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kaitorisenkou - graciously added a bunch of vital stuff to their ModularWeapons mod so this project was possible!
Sovereign - drew all vibroweapons and donated Tusken-related things
MajesticMadman - drew the workbench
Lee - coding, made the excellent Lightsaber Stance system now included as a standalone in this mod (if The Force: Lightsabers isn't loaded)
Immortalus - drew the Sith Lord apparel and lightsabers
Slamurmum - commissioned and donated the Sith Lord apparel and lightsabers
AnimeshkaTvar - additional item descriptions
guy762 - drew everything else, wrote all xml

Refer to the KotOR Resources & Materials page for full project credits!


SPECIAL THANKS:
~~~~~~~~~~~~~~~~

Darthsawyer - bug reporting






Our other mods:



[ko-fi.com]
Popular Discussions View All (3)
3
Jun 20 @ 3:26am
combat extended?
blizzardcaster
5
Jul 17, 2024 @ 7:07pm
Error with SOS log 18JUL24
Aranador
0
Mar 23 @ 12:35pm
Incompatability with The Force Psycast
Rappers
473 Comments
Z.E.R.T. 9 hours ago 
is there any way to only play with star wars mod on without any vanilla stuff ?
Marsianer Aug 23 @ 3:56pm 
Can electrostaff be upgraded? Im confused, because I cant do that in a workbench, but I saw an uncraftable staffs with installed upgrades in the research tree
Luckspeare Aug 22 @ 11:41pm 
Errors when loaded with minimal loadout.

https://pastebin.com/5UhXj7Kt


I've attached pretty full details in addition to the HugsLib in the pastebin. I also detail an interaction with just SW KotOR Resources and Materials without this mod, with some further hopefully helpful information.
Gr13nSl1me Aug 17 @ 3:11am 
Ah, apologies, cancel the below - saw your post about missing rimpy dependencies lower down in the comments.
Gr13nSl1me Aug 17 @ 3:08am 
@guy762 - both Modular Weapons and Modular Weapons 2 are listed as a dependency under 1.6 in the About.xml. Would you mind confirming if this is correct please?

<li>kaitorisenkou.ModularWeapons</li>
<li>kaitorisenkou.ModularWeapons2</li>
Cook1981 Aug 16 @ 6:49pm 
Anyone having any issues with not being able to edit Apparel policies? I noticed it after I added this mod. Really want to use it for my space themed playthrough.
Nimn Aug 13 @ 6:41am 
Nvm on my no shooting bug. No idea if it's this mod at all now because a base game autopistol is doing it. My ranged weapons went to hell.
Nimn Aug 12 @ 7:47pm 
Rimpy gave me that error, saying i didn't have the old modular weapons installed. Here to report for some reason my hunters, using the sith assassin pistol and sniper, modified, aren't hunting. They near the animal, but instead of shooting i get intense lag and no firing. The normal blaster rifle works, and melee with the group hunting mod works with the sith sword.
garra30 Aug 8 @ 2:22pm 
Getting an error saying I don't have "ModularWeapons 2" installed, which I do. Could it be referring to the now outdated ModularWeapons?
neuromancer Aug 7 @ 11:16pm 
Tried loading again today after seeing the update to EBSG Framework and XML Extensions that were released today, and I'm not seeing any red errors on startup. So, I'll start a new game and see if anything explodes.