// Steam Workshop · by HappyHead

Combat Extended Lite

CE is a great mod, but it's just SUCH a pain to work with if you're a heavy modder or mod maker.
Any mod that adds weapons, or anything with an armor value needs a patch.
As awesome as the CE:FT team is with making patches, they wont be able to patch any and every mod that comes along and keep them all up to date.

This collection of mods aims to simulate having CE installed, but in a way that wont interfere with "Vanilla" gameplay.
These mods all work together and not need any special patches to work alongside any other mod you may have. The end result is a mod collection that is, essentially, a CE Lite

This list will be updated as mods are found which add in CE-ish features in a well balanced and non-conflicting way.

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Rationale
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- Ammunition: Adds in a simplified ammo system. All weapons must be loaded with appropriate ammo to fire, but the ammo is determined by the weapon's type and has no bearing on damage output. This adds in a simplified version of CE's ammo management system.

-Degredation: Additional weapon management to partially make up for loss of complexity

- Combat behavior and marker mods: Adds in a few tools to give the player some tactical choices when it comes to defense to make up for the loss in auto-pawn behavior

-Supreme Melee: Adds in a toned down version of CE's melee changes

-Vanilla Expanded collection: Adds in weapon variety to bring some tactical choice back

-Field Medic + Smart Medicine + Death Rattle: Add back in CE's field treatment options and nerf "insta death"


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Looking For
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-A mod which makes a change to pawn carrying capacity somewhat like what CE does
- A mod which makes changes to how organ damage like CE does

Load order

22 mods
  1. Yayo's Combat 3 (1.1-1.2)
    Stale
    combat

    Yayo's Combat 3 (1.1-1.2)

    * 1.3 * Completely changes the combat animation and system * Gorgeous melee combat Animation Slash, sting, head attack, down attack * And ranged combat Animation Aiming, reloading, rotating reloading * Powerful armor algorithm Penetration becomes very important. High-tech armor i

  2. Yayo's Shooting 2
    Stale
    management

    Yayo's Shooting 2

    Warning It is not recommended to use this mod.

  3. Gunplay
    Stale
    management

    Gunplay

    ABOUT Adds more cinematic effects to weapons: A.

  4. Supreme Melee
    Stale
    management

    Supreme Melee

    This mod is there to relieve of the feeling that melee oriented bionic monstrosities are too squishy.

  5. [XND] Adrenaline! (Continued)
    management

    [XND] Adrenaline! (Continued)

    Update of XeoNovaDans mod - Added support for Trait Value This simple mod aims to make combat more interesting and more immersive by making biological pawns produce adrenaline whenever they are put into fight-or-flight situations.

  6. Field Medic [1.0-1.6]
    Stale
    management

    Field Medic [1.0-1.6]

    The version for 1.6 has additional feature change. Non-downed pawns and in-bed pawn can now be stabilized. 1.5 and earlier retains old behavior. Combat Extended 1.0 has been released. Since Field Medic's code was ported from CE's stablization code, please unload Field Medic if yo

  7. Smart Medicine
    No 1.6
    management

    Smart Medicine

    Some smart choices and options when using medicine --- "Alright, that raider base was tough, but we killed them all and we can recover here for a day" "I'm going to rest until healed" "I will patch up that wound for you" "Good thing we brought medicine on the caravan, because thi

  8. Pawn Target Fix
    Stale
    management

    Pawn Target Fix

    Proximity vs. Accuracy Targeting Left: Proximity-first (vanilla style) — pawns shoot the nearest enemy, even if they’re in heavy cover. Right: Accuracy-first (new option) — pawns prefer enemies they’re more likely to hit, even if they’re further away. Switch instantly in Mod Sett

  9. Dual Wield
    No 1.6
    management

    Dual Wield

    Pistols are boring? Not when you dual wield them like Lara Croft! This mod allows your colonists to dual wield any weapon you allow in the mod options, including weapons added by other mods. Dual wielding does come with accuracy and firing rate penalties which are affected by the

  10. Defensive Positions
    Stale
    management

    Defensive Positions

    Allows your colonists to remember their position during base defense.

  11. RunAndGun
    No 1.6
    weapons

    RunAndGun

    Your colonists can never be a true Rambo if they cannot gun while they are running.

  12. Vanilla Furniture Expanded
    Stale
    furniture

    Vanilla Furniture Expanded

    Check change notes. Vanilla Furniture Expanded 2 is a big update and rework of the original mod, aimed at bringing your RimWorld furniture to the next level. It adds over 30 new furniture pieces across every tech level, from neolithic to late-industrial (with spacer coming in a s

  13. Vanilla Furniture Expanded - Security
    furniture

    Vanilla Furniture Expanded - Security

    Check change notes. Vanilla Furniture Expanded - Security is a complete overhaul and rebalance of the original security module, addressing outdated balance and vastly expanding defensive options from early to late game. For the new players, this mod should be the ultimate thing y

  14. Vanilla Weapons Expanded
    weapons

    Vanilla Weapons Expanded

    We are not responsible for CE patch, nor are we responsible for CE balancing or in fact anything regarding CE.

  15. Combat Shields
    No 1.6
    combat

    Combat Shields

    Additional types of shields from a variety of eras, usable with melee and certain ranged weapons.