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NxLabs / Space Engineers

[WARFARE EVOLUTION FIX] Engineers defense kit

By UnsavedChanges

[WARFARE EVOLUTION FIX] Engineers defense kit

Description

[All the weapons added in this mod (ammo not shown)] All weapons added by this mod. The icons are a tad messy, but that's part of the old mod's identity now.


SHOULD WORK JUST FINE ON CONSOLES, AS TESTED BY A COMMENTER. ;)

EXPERIMENTAL WARNING!

SPACE ENGINEERS LOADS MODS FROM MOD.IO DIFFERENTLY. THE CORE FUNCTIONS OF THE MOD SEEM FINE, BUT ADDITIONAL CONTENT LIKE SCOPE FRAMEWORK SUPPORT DOES NOT FUNCTION CORRECTLY. NOW SCOPE FRAMEWORK ISN'T AVAILABLE FOR CONSOLES ANYWAY, SO IF YOU ARE ON PC, I RECOMMEND YOU USE THE STEAM WORKSHOP VERSION INSTEAD.

This is a rework and fix of the old, 2016, original mod made by Ven, which can be found HERE. If the original creator wants the mod removed, I will do so.


Some weapons are now compatible with Scope Framework! The mod is not needed for this mod's usual functionality. If you want zoom capabilities on some weapons, go ahead and install that mod as well.

SCOPE FRAMEWORK IS ONLY AVAILABLE ON STEAM, I'M AFRAID. DESPITE HAVING THE SAME FILES, THE MOD.IO VERSION OF THIS MOD DOES NOT WORK WITH SCOPE FRAMEWORK. EITHER SF CANNOT SEE THE MOD.IO MODS IN MEMORY, OR THE GAME EXCLUDES THE COMPATIBILITY FILE FROM LOADING ALTOGETHER. THE STEAM VERSION HAS NONE OF THESE ISSUES, AND YET IS THE SAME.


GREETINGS, WANNABE SPACE-MARINES! Bored of the ‘new’ weapons already? Fret not, for now you can get bored of a bunch MORE weapons!

This mod adds various new weapons to the game meant to be fired by you, not your drone. We’ve got pistols, we’ve got revolvers, we’ve got shotguns, rifles, rocket launchers, ‘grenade’ launchers, ‘flamethrowers’, miniguns, and portable laser cannons! Heck, we even got a KNIFE! And as a cherry on top, a breaching charge.

For a list of weapons and their stats, check the discussions tab. This is exclusive to the Steam upload, but if you're curious, here is a quick link. Their stats are also listed in the game within weapon descriptions. Scrolling within the G menu is often required to read all of it.

This mod is a bit of an old-timer at this point, but one I’ve always had loaded since 2017. Sadly, it was broken and never officially fixed a while back. I got bored over a 2022 weekend, started SE, saw this mod was borked, and, well… the rest is history. In fact, my apologies for not fixing this mod sooner, it was much, MUCH easier than I thought.

IF THIS MOD BREAKS AGAIN, LET ME KNOW! It should be mostly futureproof now, since I have re-done the way the animations were handled. They should now be on their own track, so to speak, to no longer interfere with any vanilla animations. But still, if anything breaks in the future, tell me!

CAN I LOAD A WORLD THAT USES THE OLD MOD AND USE THIS ONE INSTEAD? Yes, it should pick up all of the items as if nothing happened. Just be sure to REMOVE the old mod from the world and REPLACE IT with this one right after. You may be able to run both of them as long as this one is above the old one in the list, but I highly advice against it, given the old one still changes the assembler and such, and you don’t gain anything from it except for longer loading times.


KNOWN 'ISSUES'

  • THE MALE ENGINEER ROTATES A LITTLE WHEN HOLDING A MODDED WEAPON WHILE STANDING STILL.

This is a bug I fixed right before the most wanted update. This fix promptly broke evertything after the update dropped and had to be reverted for the rest of the mod to quickly continue working acceptably. This problem is only visual, though.

This error exists in this gun-mod only, for it appears to be the only one on the workshop (apart from an example mod with its own similar problem) that doesn't overwrite the vanilla weapon animations as well. This means it should never break every animation again like it used to before I fixed it. However, that rotation animation appears to be out of my control so far, only not appearing (or 'stacking') if I DO change the vanilla animation controller listings by directly writing my weapons into it, creating a pretty big chance of failure at an update. And we all know how much Keen loves adding animations... So in return for that rotation, we (should have) obtained much more stability, which was worth it to me.

Additionally, it appears to be common for gun-modders to use the source code of the original Engineer's Defense Kit mod without cleaning it. While this works, this means the weapons from THIS mod are also listed in their code. In other words, incompatibilities with other mods may arise in the future, for if those mods break, they'd take this one with them (if both are loaded, of course). This is ironic, for I found out the Engineer's Defense Kit used to modify another mod's code, too. I've cleaned that up, since it was broken anyway.

  • THE GRENADE RELOAD OF THE CAR-1V IS UNBEARABLY LONG.

This is because I cannot define reload speeds for different kinds of munitions as far as I could tell, and making the reload shorter overall to compensate makes the thing even more of a bullet hose than it already is. It’s just sad that swapping back to bullets doesn’t cancel the reload unless you swap back and forth with another weapon.

  • SOME WEAPONS ARE CLIPPING.

The weapons were likely modeled using the base assault rifle’s proportions, which was made meticulously to avoid camera clipping. These are not, but it’s not fixable without redesigning all of the weapons visually, which I frankly feel would be a waste. The female engineer model seems to hold some weapons differently enough as to where they clip into the camera more for her than for the male model.

  • MY WRISTS BECOME SPAGHETTI WHEN I CROUCH WALK WITH FOR EXAMPLE THE SHOTGUN.

Yeaaahh… That’s just the way it is for now. If I were to change the way the gun was held you’d get the ability to fire a gun forward whilst it aims to the side etc, and would take me a few more days of fixing animations. Picking poisons here. Some model

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