RimWorld

RimWorld

Melee Animation
1,476 Comments
m0i XozYa!N 8 hours ago 
Multiplayer compatibility pls
Nexit Jun 15 @ 12:37pm 
Is that Gae Bolg and Gate of Babylon? 😭
Админ РЕН-ТВ Jun 15 @ 5:45am 
how do I get scarlet's edge? What should I do if I don't have one?
Shimada Jun 14 @ 3:47am 
There will be support Dune: Atreides Armour & Weapon Pack?
:steamhappy:
Epicguru  [author] Jun 13 @ 9:19am 
Caused by another mod that has recently updated, possibly accidentally using Rimworld 1.6 assemblies to compile a 1.5 version. You won't get that error if you load just Melee Animation, to figure out which mod is broken you would have to keep adding mods until you get the error again.
junio.king Jun 13 @ 8:46am 
Tybo Jun 12 @ 10:35pm 
Thanks so much for the update! Absolute legendary mod :)
Epicguru  [author] Jun 12 @ 1:05pm 
There is now support for the 1.6 beta. There are known issues in the mod options menu with the colour picker.
Not much else has been tested so if you find errors let me know.
Once 1.6 has been fully released this mod will only be updated for the 1.6 version, old versions will still work (and receive new compatibility patches) but no more code changes will be done.
I do not plan to buy the DLC so do not expect special support for that.
Vulkandrache Jun 11 @ 8:25pm 
Noo, this mod is far to good to be delayed.
Epicguru  [author] Jun 11 @ 11:48am 
Let it be known that every time support for 1.6 is requested it is delayed by 1 day.
Head Jun 11 @ 10:53am 
Is this compatible with 1.6? Love your mod :D
Epicguru  [author] Jun 11 @ 1:16am 
It's not possible currently
Yatoro煜 Jun 10 @ 7:35pm 
How to make weaponTweakData for weapon style? Some weapon style has diffrent textures.
I CANT BREEF Jun 7 @ 5:24pm 
Is in possible to engage dueling animation with the enemy? Or dueling mechanic only works for sparring?
Reidlos Jun 7 @ 12:03pm 
in typical tech support fashion, i went to go take a screenshot with stactrace and such showing as much detail as possible, and a reload has brought it back in line a good bit. 0.500ms which is still very high but thats at 3x. 0.230~ms at 1x. This is full zoom out worse case so its much better this run, not sure what made it angry last time I checked. if its at all useful here is the screenshot at 3x full zoom and trace. https://imgur.com/a/SDn32Pz

Likely a once in a while interaction with another mod bumping it up much higher I guess.

Thanks
Reidlos Jun 7 @ 11:47am 
ah so something is touching it on another mod. hmm ya i had 30 pawns, and at testing at 3x speed hit 1.5ms
Epicguru  [author] Jun 7 @ 11:29am 
I just tested with 100 colonists, the patch is taking on average 0.06ms per frame, that is 0.2% of the total frame time to reach 60 fps. I'm not seeing the issue.
Reidlos Jun 7 @ 10:38am 
AM.Patchs.Patch_InvisiblilityUtility_IsPsycologicallyInvisible:Prefix is very very TPS heavy, scaling alot per pawn, regardless of 0 combat, animations, hostiles and invisibility. I also tried turning off the "pawns are invis when animating" to see if it was something with that. Is there any way you think to reduce this? What is it checking?

Love the mod but would love to squeeze a bit more tps out of my mid-endgame
skycrossercat Jun 7 @ 8:55am 
Hi, is it possible to exclude certain weapons from using executions? My pawn always try to execute with its tool but not the main weapon.
CrackaJack Jun 7 @ 12:28am 
i think he or she meant how executions/duels are only working sideways
Epicguru  [author] Jun 6 @ 9:31am 
You're going to have to explain what you're asking better.
Alex_ Jun 6 @ 9:28am 
why only the x axis horizontal? is there an option I'm missing?
Garrrry Jun 6 @ 5:47am 
does this work with fists?
GravitWry Jun 4 @ 3:36pm 
I know this is a long shot considering what we talked about like a week or so ago, but got a bit excited after finding out that the mod "I Ain't Building That" which is a mod that you can disable certain buildings that clutter up the menu has a feature that does the same with abilities.

So my suggestions is that perhaps you can add a toggle between this mod's ability a the vanilla casting type to make use "I Ain't Building That"'s feature?
Epicguru  [author] Jun 4 @ 11:09am 
See the mod settings.
Fagio di Fapo Jun 4 @ 10:55am 
The hands are quite small when compared to the pawn's body size. Is there a way to disable this mod's hands and instead use the more reasoonably sized ones from Show Me Your Hands?
Epicguru  [author] Jun 4 @ 5:15am 
This mod doesn't do anything custom to do with guilt duration. If the duration is not being set to the custom value then that's a bug in the mod that is supposed to do that.
Fen Hin Jun 4 @ 1:40am 
Hi Epicguru. I don't know if this is counted as a bug or anything, just curious where I should inquire for this. I recently installed a mod called Custom Guilt duration. After I made that work after putting it at the correct load order, I realized some pawn are downed with default 24 hour guilt.

So I did some testing and it appears your downed execution and other mod like [RH] Hand to hand's judo/cqc throw somehow make it always 24 hour guilt. Even when the pawn are not guilty before the takedown. While the normally downed pawn have the custom guilt duration. I don't know if this is just a strange mods conflict or maybe there is a specific code called by both of you to force knockdown and unknowingly apply 24 hour guilt
Fen Hin Jun 2 @ 6:04am 
I just saw a lasso interaction that raise my eyebrow. A slave rebelled. I send a fighter equipped with a lasso. She is outside, slave indoor. Door open, lasso out and the slave got yanked outside and got killed with a unarmed melee attack(the fighter have an improved melee damage unfortunately). That's normal. The one amaze me was actually the slave got wounded by a roof debris when he got pulled from indoor to outdoor. So from what I can imagine, the fighter lasso the rebel through the roof? Anyone else ever see that?
Head Jun 1 @ 7:34am 
What's your "upcoming companion mod" btw?
Evono May 31 @ 11:47am 
i run Tacticowl with disabled dual wielding with this mod and seems to work fine , i use it mostly anyway for run & gun might be good to know
Head May 31 @ 11:21am 
Omg, thank you for the amazing update!!
Epicguru  [author] May 31 @ 11:00am 
Update:
- Support for 37 new weapons from 10 mods.
- Fix Star Wars lightsaber integration & rendering.
- Better support visual for Tacticowl dual wielding, added option under Visuals tab to revert to old behaviour. (Note, there seem to be serious melee-related bugs in Tacticowl at the moment, maybe don't activate until they are fixed).
- Pawns now have a random chance to be left-handed, affecting idle animations, can be adjusted in settings.
- Many code changes in preparation for upcoming companion mod.
- Small fixes.

There are a lot of code changes from the past 5 months in this update. Please let me know if there are any issues, and provide log files if you do.
GravitWry May 31 @ 7:53am 
Veri Kewl :steamthumbsup: :steamthumbsup: :steamthumbsup:

Also just want to let you know that there's an in-game mod setting called "Vanilla Shields Expanded" when they did the Riot Equipment update in VAE, which I had no idea that was a thing???

It's basically mod option which allows you to pick out which weapons can be used with the Riot Shield, for example I can disable the use of the Riot Shield when holding a Long Sword, and do something insane like enabling the use of the Riot shield with the GAU-8 "Avenger" from 'The Dead Man's Switch'. So yeah, that's something you might want to know.
Epicguru  [author] May 31 @ 4:49am 
Noted, I will try to get that into the next update.
GravitWry May 30 @ 8:15am 
Might I suggest something? Could there be some sort of special interaction with the Riot Shield from Vanilla Armour Expanded (or mods that include physical shields overall), a visual fix maybe or even as little as some code that automatically detects if your pawn has a melee weapon that has its Hand Mode set to "Default" to "Main Hand Only" to represent the other hand holding the shield.
Epicguru  [author] May 30 @ 6:39am 
Not planned, seems like a pretty extreme niche feature! You could roleplay it by just executing the loser.
Fen Hin May 30 @ 6:12am 
Thank you for the mod Epic. Thought on lethal "friendly duel"?
Cryogenius333 May 29 @ 2:16pm 
Will do that! Much appreciated.
Me big dumb. where and which log are you looking for?
Epicguru  [author] May 29 @ 5:03am 
@Cryogenius333 I can't do anything with that amount of information please post logs in the Bugs channel if you want me to look into it.
GravitWry May 28 @ 10:37pm 
@Epicguru, I see, I see, that isn't a bad way of doing it, just not the norm, very nice.
Cryogenius333 May 28 @ 8:54pm 
Seems my Pawns wont duel.

I assign two pawns to dual, they walk to the spot, draw their weapons, bow...
and depart.
Anyone else have this issue? Wondering if it has something to do with the animations
Epicguru  [author] May 28 @ 5:14pm 
The two different designs are:
- Click ability icon then select target or
- Click target then click ability option
Same number of clicks. The difference is that the second way doesn't clutter up the ability bar which is a problem in heavily modded playthroughs.
GravitWry May 26 @ 9:01pm 
Ookay.. That's a really odd way of doing abilities, I was wondering how you do Executions and how to use the Lasso (can you tell that I didn't read the guide?), since I was expecting it to be a ability like any other mod, but no, you have to right click on the target you want to kill/save.

May I ask as to why you went with this route, @Epicguru, you have my curiosity.
(Also holy shit, the way you did the in-game mod settings is clean as hell, big thumbs up :steamthumbsup::steamthumbsup:)
Brother Azkaellon May 24 @ 12:34am 
possible compatibility for big and small genes on the hand sizes?
David May 20 @ 9:32am 
It would be cool if there were effects on missing (like sound and particles) so instead of just air and miss its like they are dueling and parrying and blocking.
Head May 18 @ 8:18pm 
Love this mod.
RagingRowan May 15 @ 9:19am 
Hey, I am doing a High Medieval playthrough and wonder if you could add an option to choose who is allowed to duel. (I want my knights to be the only ones practising duelling with the king.) As of right now, all of my peasants are duelling :(
qux May 14 @ 4:47am 
Hi, it's not compatible with Ancien Urban Ruins ?
I don't see the mod in tweak menu and I have lot of errors in Urban Maps
dr_rockzo May 13 @ 10:45pm 
I tried it, and liked it, but I think I'll wait for Rocketman compatibility.