Customizable Weapons
Maximize your weapon's potential! This mod offers complete support for weapon customization.
Features
[b]Ready to Go[/b]
This mod includes a built-in customization framework and comes with native support for vanilla weapons and modules. All vanilla weapons, including those from DLCs, can be deeply modified. Want to add a high-powered scope and an underbarrel grenade launcher? It works right out of the box. The choice is yours.
[b]Dynamic Performance[/b]
A weapon's performance is no longer factory-spec; it's determined by your modifications. Attach an extended magazine for superior firepower, use an armor-piercing barrel to punch through thicker armor, or launch incendiary shells to clear out indoor targets. Some unique modules can even grant special abilities.
[b]Visual Experience[/b]
Every module you install is visually represented on the weapon's sprite. What you see is what you get. A long barrel makes the weapon look longer, and a vertical grip appears right where it should be. It's intuitive, just as it should be.
[b]Personalization[/b]
The weapon in a colonist's hands writes its own legend alongside its owner. Give your favorite rifle a fearsome nickname and a custom paint job. Let the raiders get a taste of your [i]Dragon Lore[/i].
[b]Immersive Realism[/b]
Weapon modules are actual items in the world. They can be crafted, traded, looted from enemies, or received as quest rewards. Your colonists will also need to spend time to actually perform the modifications.
How to Use
Select the weapon, click the "Weapon Panel" gizmo, and enter the modification screen. When the weapon is on the ground, the module is retrieved from the map; if equipped by a pawn, it is retrieved from the pawn's inventory.
FAQ
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[*] [b]How is the compatibility?[/b]
Excellent! It is theoretically compatible with the vast majority of mods.
[*] [b]Is it compatible with mod weapons?[/b]
That depends on your definition of compatible. Any weapon mod will work without errors. Those with specific features for this mod will be expanded and enhanced.
[*] [b]Is it compatible with [i]Combat Extended[/i]?[/b]
Yes. Not all module effects will work, but it will not cause conflicts.
[*] [b]How is this different from [i]ModularWeapon[/i]2?[/b]
The explanation from the author of [i]ModularWeapon2[/i] can be found [url=https://www.reddit.com/r/RimWorld/comments/1msodsz/comment/n9c7bjt/?context=3]here[/url].
[*] [b]Does it support the unique weapons from the [i]Odyssey[/i] DLC?[/b]
Support will be added in a future update.
[*] [b]Can I add it to an existing save?[/b]
Yes.
[*] [b]Can I remove it from an existing save?[/b]
Yes. If you encounter any issues, please report them to me.
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Known Issues
This mod is still under active development. The following non-critical issues will be addressed in future updates:
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[*] Some modules may have unbalanced stats or misaligned graphics.
[*] Reloadable modules like grenade launchers will have their ammo count reset after the weapon is reloaded.
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For Mod Authors
This mod was designed from the ground up to be a [b]Framework[/b]. It is performant, highly compatible, and extremely extensible. You can easily make your weapons compatible with the customization features. For details, please see the: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fcwf-kit.pages.dev%2Fguide]Modding Guide[/url][cwf-kit.pages.dev].
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Community & Feedback
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[*] [b]Project Repository[/b]: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Frealloon%2FCustomizeWeaponFramework]GitHub[/url][github.com]
[*] [b]Feedback & Issues[/b]: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FdxjxYnaRj2]Discord[/url][discord.gg]
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