[HRK] Gun Nut - Chapter #2

Mod, 1.4




[ko-fi.com]



WELCOME TO GUN NUT - CHAPTER 2!

This is my second mod, still doing only weapons, but I've learnt quite a lot since the release of the first Gun Nut mod, this time around I included some guns that I like and didn't get into the first one, the weapons included on this mod feature new calibers for the most part and keep the "Gun Nut style" from the first mod....

Author: Harkon

Created: 26 Sep, 2020 @ 7:25am

Updated: 18 Jul, 2023 @ 5:13pm

Subscribers: 35316


Size (unpacked) : 5.521 MB



[ko-fi.com]



WELCOME TO GUN NUT - CHAPTER 2!

This is my second mod, still doing only weapons, but I've learnt quite a lot since the release of the first Gun Nut mod, this time around I included some guns that I like and didn't get into the first one, the weapons included on this mod feature new calibers for the most part and keep the "Gun Nut style" from the first mod.

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 G36 is the only gun that shares caliber with one of the guns from Chapter 1, I love the G36 so it's going to get some love by being a little bit better than the assault rifle (not in damage) even if this is not very realistic.

The ASh-12 improves on the Battle Rifle(VWE)/FAL(CE) slightly and has more stopping power/dmg.

The M320 is an alternative to regular grenade launchers by being much lighter and comfortable to use.

The AS VAL is a middle-ground between assault rifles and SMGs, fires fast but lacks the range and precision of other ARs.

The GM6 is broken, I need feedback about this gun for now only the player can craft it. Is a faster firing less range/accuracy Anti-Material rifle (VWE).

The SKS improves on the semi-automatic rifle (VWE)/ SKS(CE) in almost every way, with the exception of the damage.

The M3E1 is a reusable rocket launcher with a small area of impact in vanilla for CE users works like an RPG with more range and uses 84mm rockets (Unlocked by Advanced Launchers research when CE is loaded).

Comes with custom sprites for the ammo and projectiles / Only the yellow projectile if you are not using CE.

The Neopup works like a semi-automatic rifle but fires explosive bullets that have a small radius and less damage than other explosive projectiles in vanilla.

Comes with custom sprites for the ammo if you are using CE.

Th P90...



- 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