Description
Bonded Weapons adds a system that allows your colonists to form a bond with their personal weapon through combat experience. Once bonded, a colonist will give the weapon a unique name and gain bonuses to mood and combat effectiveness while using it. However, not everything is so simple — colonists can also develop a dislike for certain types of weapons, which will have the opposite effect.
I created this mod to encourage players to experiment with different types of weapons instead of relying on the same meta choices throughout the entire game.
Features
A new field is added to the weapon’s information panel indicating who it is bonded to. The weapon’s default label is replaced with the custom name given by the colonist. The name is randomly selected when the bond is formed.
[img]https://files.catbox.moe/ber7bj.png[/img]
If a pawn drops their favorite weapon in a stockpile full of junk, finding it can be inconvenient. For this reason, I have kindly added a new button allows you to instantly order the colonist to equip their bonded weapon with a single click.
[img]https://files.catbox.moe/jpthz8.png[/img]
Additionally, to protect your pawns’ beloved weapons from being smelted down — or simply to store them separately — the mod adds a new stockpile filter that allows you to configure storage specifically for bonded weapons.
[img]https://files.catbox.moe/8knnmn.png[/img]
So how does bonding work?
[b]Bonded Weapons introduces several possible events:[/b]
[img]https://files.catbox.moe/a6dzb0.png[/img]
[b]Weapon bond[/b] - after achieving a certain number of kills with a specific weapon, there is a chance that the storyteller will trigger a bonding event. The pawn becomes bonded to the weapon currently equipped, gives it a unique name, and begins gaining weapon proficiency bonuses based on total kills.
[img]https://files.catbox.moe/oe0jeu.png[/img]
There are 10 proficiency levels in total. The number of kills required per level can be adjusted in the mod settings.
For convenience, each bonded weapon also displays its individual kill counter in the pawn’s bottom information panel when the weapon is equipped.
[img]https://files.catbox.moe/fst5zb.png[/img]
If a pawn is holding their bonded weapon, they receive a small positive mood bonus. If they are not holding it, they receive a minor mood penalty.
If the weapon is sold, destroyed, smelted, or permanently lost, the pawn will suffer a longer-lasting mood debuff.
[img]https://files.catbox.moe/to3vop.png[/img]
[b]Weapon dislike[/b] - during this event, a pawn may begin to dislike the weapon they are currently using. This results in mood penalties and reduced combat effectiveness.
Importantly, the dislike applies to the entire weapon type, not just a single item. If a pawn dislikes a revolver, they will dislike all revolvers. Each pawn can have multiple disliked weapons (number configurable in mod settings).
[img]https://files.catbox.moe/gqd1zh.png[/img]
[b]Lost interest in weapon[/b] - this event causes the pawn to lose their bond with the weapon. The weapon loses its unique name (this behavior can be changed in settings), and the pawn no longer receives any bonuses from it.
The kill counter remains intact.
[img]https://files.catbox.moe/x70om5.png[/img]
[b]Changed opinion of weapon[/b] – the pawn may randomly change their opinion and stop disliking a certain weapon type. From that point on, no penalties will apply when using it.
Known issues / Incompatibility
⚠️ This may cause light incompatibility with mods that significantly rewrite the vanilla HUD display at the code level. However, this will not break my mod; you simply will not be able to see the kill counter in pawn's infobar. Therefore, for such HUD mods, you will need to request their authors to add compatibility.
FAQ
[b]Q: Does this also apply to melee weapons?[/b]
A: Definitely!
[b]Q: My colonist hunts animals, but the kill counter does not respond to this.[/b]
A: This is intentional, to prevent abuse. Kills only count if the target is hostile towards your colonists. But you can change this in the mod settings.
[b]Q: Is this compatible with other weapon mods?[/b]
A: Yes. It should work with any mod that properly defines its weapons and does not rely on heavily customized shooting systems.
[b]Q: Is it compatible with Combat Extended?[/b]
A: I have not tested it and do not plan to add specific compatibility. If issues occur, please contact the Combat Extended authors.
[b]Q: My pawn had issues bonding/unbonding, or something behaved incorrectly.[/b]
A: Use Debug Mode. I added debug buttons that allow you to manually bond or unbond a weapon. Simply equip the weapon and use the corresponding button in the bottom panel, or select the weapon directly to access the unbond option.
[b]Q: I don't like certain aspects of the mod, events occur too often or too rarely.[/b]
A: Use the mod settings menu. I tried to add the option to configure everything you might need there.
[b]Q: Is it safe to add or remove this mod in the middle of the game?[/b]
A: I do not recommend adding it to an existing save. Removing it should be safe, although some red errors may appear during the first load. Always make a backup of your save before making changes.