TL/DR;
This is a mod integration mod, basically for my personal uses. However, I thought this might be helpful for somebody else, so I uploaded this to the public.
The mod is still in unstable status, and NEVER SUPPORT SOME MODS THAT I DO NOT PLAY WITH LIKE CE.
None of the mod listed below is required mod, since I don't force to someone to use something that they don't want to.
But if you have activated any of them, you can share my experience at your end as well.
All credits go to the original modders, since what I've done is just modifying some xmls, not did not added any new contents at all.
So what mod is this?
I know that all modders did their best to keep their mod's balancing, but someone likes me who is using 500+ mod list sometimes feel odd. Like AR-10, which is at Industrial level, is much more stronger than Alliance Rifle, which is at Ultra level.
So, I tried to open up some mods, listed the data on my personal excel file (will upload to somewhere once my job has done), calculate DPSs, compared Mass and Accuracy and so on.
Then, I realized that, if I can put some mods into the one place, it would be much more fun. Like I can do the similar settings for my army of Imperial Guards just like the latest Codex. So I made some plan as below.
Roadmap without due date
Phase 1: Introducing latest Codex for WH Weapons
Related Mods
- [WH40K]Adeptus Mechanicus: Armoury by Ogliss
- [WH40K]Adeptus Mechanicus: Magos Xenobiologis by Ogliss
- [WH40K]Adeptus Xenobiologis: Aeldari by Ogliss
- Adeptus Astartes (Space Marines 40k) by Spencer7w
- Chaos (Warhammer 40k) by Spencer7w
- Warhammer"ish":Dryad by KompadT
- Warhammer: Daemonettes by KompadT
- Warhammer: Fimir by KompadT
- Warhammer:Freeguild by KompadT
- Rimhammer - The End Times - Dwarfs by SickBoyWi
- Rimhammer - The End Times - Beastmen by SickBoyWi
- Rimhammer - The End Times - Empire by SickBoyWi
Currently done for ranged weapons only.
Phase 2: Balancing between Tech Level
- Phase 1, plus
- Destiny - The Vex by Deathwing
- DOOM - Factions (Continued) by Mlie
- Fantasy Goblins Updated by Barsimmon
- FotR Northern Dunedain Armory by Ranger Rick
- Lord of the Rims - Dwarves by jecrell
- Warhammer: Fimir by jecrell
- Warhammer:Freeguild by KompadT
- Rim-Effect: Core by Oskar Potocki
- Rim-Effect: Asari and Reapers by Oskar Potocki
- Rim-Effect: Drell by Oskar Potocki
- Rim-Effect: N7 by Oskar Potocki
- Rim-Effect: Extended Cut by Helixien
- [XND] Proper Shotguns (Continued) by Jellypowered
- [RH2] Faction: Task Force 141 by Chicken Plucker
- [RH2] Faction: The Rangers by Chicken Plucker
- Glitter Tech by Garret
Currently done for ranged weapons only. Further adjustment would be made continuously.
Phase 3: Armour requirements
- All Phase 1 mods, plus
- Vanilla Weapons Expanded - Heavy Weapons by Oskar Potocki
- Vanilla Factions Expanded - Pirates by Oskar Potocki
Specific type of armour or War Casket is required to equip Spacer+ weapons. Currently done for 40K ranged weapons
Phase 4: Race compatibility
- All above, plus
- [O21] Forgotten Realms by Neronix17
- ESCP - Races by SirMashedPotato
- FotR Uruk Hai Race by Morgante ITA
Similar races from different mod, like Ork and Orc, will share their equipment, building, recipe. Currently done for Orc.
Phase 5: Research integration.
- All above, plus
- Morrow Rim and sub mods by SirMashedPotato
- [O21] Dragons Not Included by Neronix17
Aims to kind of immersive research tree to justify balancing among weapons.
For the details, see the google doc from my comment below.