[HRK] Gun Nut - Chapter #1

Mod, 1.4




[ko-fi.com]



WELCOME TO GUN NUT - CHAPTER 1!

This was going to be a small personal weapon pack that I was going to make to learn a bit of modding and Combat Extended patching since I play with that mod almost all the time, and now here we are.

Gun Nut is a mod series that focuses on giving the player the ultimate upgrades for real life and fictional weapons whil...

Author: Harkon

Created: 24 Aug, 2020 @ 8:53pm

Updated: 8 Jul, 2023 @ 3:51am

Subscribers: 38371


Size (unpacked) : 6.745 MB



[ko-fi.com]



WELCOME TO GUN NUT - CHAPTER 1!

This was going to be a small personal weapon pack that I was going to make to learn a bit of modding and Combat Extended patching since I play with that mod almost all the time, and now here we are.

Gun Nut is a mod series that focuses on giving the player the ultimate upgrades for real life and fictional weapons while trying to keep a vanilla feel in balance and artwork. This mod can be played in vanilla or with combat extended.





CURRENTLY WORKING ON A BIG UPDATE FOR THIS MOD! THIS IS WHY THE INFO CARDS ARE NOT PRESENT ANYMORE! THE MOD IS SAFE TO USE, THE UPDATE WILL BRING NEW TEXTURES, SOUNDS, GUNS, BALANCE CHANGES AND MORE TO THE MOD! THANK YOU!

The AK-103 improves on the Service Rifle (VWE)/AK-47 (CE) almost in every way with the exception of the damage since both are the same caliber.

The SA-58 improves on the Battle Rifle (VWE)/FAL (CE) almost in every way with the exception of the damage since both are the same caliber.

The R700 improves on the Sniper Rifle/M24 (CE) almost every way, including damage since the caliber is bigger.

The AK-105 improves on the Carbine (VWE)/AKSU (CE) almost in every way with the exception of the damage since both are the same/similar caliber.

The M4A1 improves on the Assault Rifle/M16A4 (CE) almost in every way when in low and mid range while falling of a little bit in long range because of its shorter cannon.

The MP7A1 was designed to be better than .45 weapons so is one of the biggest improvements on this list in this case on the Heavy SMG/UMP .45 (CE).

The M1A improves on the Marksman Rifle (VWE)/SVD (CE) in almost every way with the exception of the damage since both are the same/similar caliber.

The Saiga 12K improves on the Chain shotgun/ USAS-12 (CE) in almost every way with the exception of the damage since both are the same caliber.

The Bullpup PKP improves on the HMG (VWE)/ LMG/ PKM (CE) in almost every way with the exception of the damage since all are the same/similar caliber.

The Glock 17 improves on the Autopistol/ M1911 (CE) in almost every way with the exception of the damage which is lower since it is a smaller caliber.



- This mod is compatible with Combat Extended.



Q: Can the mod be added to existing saves?
A: Yes.

Q: Can the mod be removed from existing saves?
A: Is never a good practice to remove mods from ongoing saves. That said, this mod is quite simple and you should be able to fully remove it if you do it properly.

Q: Where do I craft these new weapons?
A: At the machining table or at the fabrication bench if they are tagged as spacer, charged or something of the sort.

Q: Why does the recipe for some of the weapons requires chemfuel/wood?
A: This may only be a CE thing but It is because most of this weapons have plastic, polymer or wooden parts and I like to reflect that in the crafting cost of the weapon.

Q: Are the weapons properly balanced? (Vanilla)
A: I try to balance my weapons as good as I can, this balance is mostly done comparing it to vanilla or vanilla expanded weapons, however, if you think a weapon should be tweaked let me know in the comments and I'll try to adjust it.

Q: Are the weapons properly balanced? (CE)
A: Same stuff as in the previous question but this time around weapons should feel much more balance in general thanks to the ballistic system from CE and the rules it follows to balance weapons.









Art and xml done by me, Harkon.

I do not claim any ownership of the sound files included in this mod.

Rimworld is owned by Tynan Sylvester.
CC BY-NC-ND 4.0 [creativecommons.org]

You may create patches or translation for this mod, as long as you do not re-upload artwork or code.

Do NOT upload this mod on other websites.


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How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game