RimWorld

RimWorld

1,254 ratings
[RH2] Hand-To-Hand
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
11.622 MB
Jul 24, 2021 @ 7:31pm
Apr 24, 2024 @ 6:51am
14 Change Notes ( view )

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[RH2] Hand-To-Hand

In 2 collections by Chicken Plucker
Project Red Horse: Metal Gear Solid mods
6 items
Red Horse²
22 items
Description

Perform Hand-To-Hand abilities to have an advantage over your opponent in melee combat.


- This mod adds 9 custom melee abilities for your pawns that they can use to knock out enemies
- Includes autocasting!
- Pawns will now path towards target (unlike previous versions)
- Based on the original "[CP] Takedown" mod series
- Discombobulate
- There is no mercy in this Dojo, is there?
- Yes, if you discombobulate a caravan muffalo, you will annoy your allies.
- Ability chance to fail affected by target's mass and melee skill
- Ability chance is also affected by your pawn's melee skill
- NPCs can use these moves against you as well

Warning: Knockout durations are at max of 2-3 in-game hours (unlike previous versions), depending on the ability your target will get up in a few seconds so do not assume these moves will put them to sleep forever.








- Pawns can now path to their target unlike previous versions
- You can enable/disable or hide ability buttons in mod options
- Abilities have a chance to fail
- Abilities on success and failure have a cooldown timer
- Chance to fail is affected by three factors: 1. User's melee skill 2. Target's melee skill 3. Target's mass
- Enemies can use these abilities against you as well
- Mod settings allow you to diable or enable hand-to-hand on animals and non humanlikes including mechanoids.

Note: Disabling autocast or abilities (not hiding, disabling) will disable them for both you and NPCs.

Demonstration:

Note: Pawn had 20 melee skill for testing purposes.


- No known hard incompatibilities. (yet)

- Requires Harmony

- Reported to have issues where custom races can't learn the abilities (needs more confirmation from race mod users)

- Does not require JecsTools, highly recommend to abandon old version of any "[CP] Takedown" mods.

- Combat Extended? 3 user reports say that it works with CE just fine.

- Safe to enable mid save? Yes.

- Safe to disable mid save? No, causes errors.



Please consider to:
[ko-fi.com]

To fund my Dojo and teach youngsters (such as yourself) to defend themselves from rich people and teenage girls!




Credits to:
Taranchuk - Coding
Arquebus - Coding
Jecrell - Original C# coder
Dninemfive - Original C# coder
Sherlock Holmes - Discombobulate
Muhammad Ali - Phantom Punch move
WWE - RKO move
Hideo Konami - MGS CQC move
DOOT - Glory Kill move
Sensei Kreese - For being the best sensei in Hill Valley
inbae - Korean translation
Абразованый - Russian translation
533 Comments
Mtaddict [VOTE TRUMP 2024] Apr 12 @ 1:46am 
This mod is has some incompatibility problems with Vehicle frame work, the cast function for this mod seems to disable vehicles completely
kenlon Mar 24 @ 9:21am 
I'm installing this just for the Discombobulate ability.
TotalNewbie Mar 10 @ 6:34am 
Seems to work well on race mods
specifically the Ayameduki Races
Juurd Feb 25 @ 8:01pm 
Komaki Parry too
Solstice Initiative Feb 18 @ 1:58pm 
now all I need is a Komaki Tiger Drop
Solstice Initiative Feb 18 @ 1:57pm 
Me to my 16 Melee pawn after installing this: Try and remember the basics of CQC
RandomEdits Feb 7 @ 11:19am 
I just like to say, this is the best therapist mod for all your colony's mental breaks! I especially recommend the leg sweep technique! 10/10
SilkMoth Jan 14 @ 8:25am 
is there a way to remove this mod mid save? i know it will cause errors but its just annoying
Dr. Quackers M.D. Jan 12 @ 6:19pm 
after taking this out pawns cant attack I dont know what this mod was keeping at bay but removing released the Balrog on my games code
Dr. Quackers M.D. Jan 11 @ 3:56am 
so not sure if the issue is from this or not but my pawn ui disappears when i draft pawns now. This is all I can think if that effects that menu