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Everytime I see it I'm reminded that I never want to touch Combat Extended modding again, it's horrible.
The whole damn armor system breaks with this mod.
<ThingDef ParentName="MoteBase">
<defName>Mote_BloodSplash</defName>
<graphicData>
<texPath>Things/Pawn/Wounds/WoundFleshA</texPath>
<color>(131, 34, 34, 180)</color>
</graphicData>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0.04</fadeInTime>
<solidTime>5.6</solidTime>
<fadeOutTime>3.4</fadeOutTime>
<growthRate>0.0</growthRate>
<collide>true</collide>
<speedPerTime>-22</speedPerTime>
<rotateTowardsMoveDirection>true</rotateTowardsMoveDirection>
</mote>
</ThingDef>
its the first thing under <defs> don't delete the second set.
It seems to work but idk, i might be a tard.
Go to this mod folder:C:\steamstuff\steamapps\workshop\content\294100\1983025846\1.1\Defs
(steamstuff is my folder. just go to program files or where ever you keep your steam folder)
Someone else can pick it up if they wish, the source code is included in the mod.
The upgraded Unity and .NET version completely breaks almost the entire mod and I don't have the free time to rewrite it completely.
Looking at the code, the original author has decompiled another mod and built a new mod on top of it.
There are some truly unreadable sections in the source code, so a fix may take a few days. The biggest issues are currently direct usage of Unity APIs, which will be very hard to port.
So, please have patience.
Always used this mod in 1.0 because why wouldn't anyone use it, but in 1.1 I've noticed nearly all armor being completely impenetrable like the guy below says (CE with ammo disabled)
melee shield (0.08 mm RHA) with revolver (FMJ ammo= 6.00 mm RHA)). Shield had blocked all the bullets.
https://github.com/CombatExtendedRWMod/CombatExtended/tree/zhrocks11Dev
I guess it counts as a fix so this mod can work properly in 1.1 with Combat Extended if it goes to 1.1 too.
/Defs/ThingDef[@Name="BaseBullet" and thingClass="CombatExtended.BulletCE"]/thingClass