I love Rimsenal, it's a pretty great mod set with a wonderful array of weapons. I found myself never using or touching them though, as they just didn't compare to other weapon mods. Rimsenal is one of the mods that helped inspire me to start this project.
This mod changes a number of Rimsenal weapons to be more in line with my balance project, using the mod patch method.
Here's the patch notes.
Combat Blade
Damage from 19 to 15
GD Buckshot Launcher
Warmup from .5 to .6
GD HV SMG
Damage from 8 to 7
GD modular carbine
Range from 39 to 29
GD modular DMR
Warmup from 2.25 to 1.57
Range from 39 to 40
GD modular LMG
Cooldown from 1.95 to 1.25
warmup from 2.1 to 1.35
range from 32 to 29
JI AMR
Cooldown from 3 to 2.5
Warmup from 4.5 to 3.5
JI molten Pistol
Range from 18 to 21
Ji molten rifle
Range from 29 to 34
JI siege Shotgun
Cooldown from 1.3 to 1.2
JI suppressor cannon
Cooldown from .6 to .94
TE kinetic Lance
Cooldown from 2.8 to 2.73
Warmup from 3.2 to 3.63
Range from 20 to 25
TE kinetic long rifle
Damage from 28 to 35
Short accuracy from 85 to 88
Medium accuracy from 83 to 86
Long accuracy form 80 to 83
TE kinetic pistol
Range from 16 to 17
TE kinetic rifle
Range from 25 to 36
TE storm cannon
Cooldown from 2.02 to 1.27
Warmup from 2.43 to 1.39
Burst from 6 to 10
Short accuracy from 45 to 55
Medium accuracy from 29 to 39
Long accuracy from 11 to 22
TE thudd gun
Damage from 13 to 26
Cooldown from 1.2 to 1
Warmup from .8 to .7
Short accuracy from 65 to 75
Medium accuracy from 50 to 60
Long accuracy from 10 to 20
Vibrosword
Damage from 10 to 9
YP dual wield shard pistols
Cooldown from .35 to .6
Warmup from .3 to .5
YP shard rifle
Range from 21 to 25
YP Spike Rifle
Damage from 16 to 21
Warmup from 2.1 to 1.3
Short accuracy from 65 to 70
Medium accuracy from 75 to 80
Range from 35 to 39
YP Vector shot
Burst from 3 to 6
Range from 10 to 14
And as always, the documentation used to create my mods can be found here
https://docs.google.com/spreadsheets/d/18sS12brn0e_xDUs4KxYvBX1kTHmOjzvqchZyHNREWMc/edit?usp=sharing
Explosives and specialized weapons haven't been touched. Both will most likely have to be handled on a case by case basis. It's Rimsenal though, they'll be pretty balanced. After going over the A17 changes, I ended up reverting a LOT of my original changes that I made to the A16 version.
The A17 changes put a pretty large number of weapons in line with my mod project.
Now that this is done, I'm going to eat some popcorn and relax, a single line of code in the core mod with different capitolization took me over an hour to find. I'm still learning XML and all the 'fun' that comes with it. Huge props to my friend Zwagoth for helping me learn. This series would be impossible with out him.