RimWorld

RimWorld

Melee Animation
1,433 Comments
GravitWry 15 hours ago 
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.
rout 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.
qux May 11 @ 6:06am 
Sorry, is there a place where the performance impact is calculated?
Redeye May 10 @ 2:27pm 
can you make your mod compatible with the light saber mod?
Epicguru  [author] May 9 @ 12:18pm 
I am not currently updating this mod, there is an update in the works but no ETA. As a reminder you can patch mods yourself, there is a detailed guide on the Github link above and it typically takes a few minutes per mod.

I can't do anything for bugs without full logs. Post them in the Bugs channel.
The Beast May 9 @ 6:54am 
@Pimp Lucius I am not sure, but combat extended changes how the damage and armour works, while this mod ignores that code, breaking the game (I don't code and don't know how to, It's just thought)
Pimp Lucius May 8 @ 12:19am 
@drsavagethe1 yeah im assuming its this mod and combat extended. whatever it conflicts with seems to drop my FPS down to less than 1 and im assuming you're having the same issue
drsavagethe1 May 6 @ 8:10pm 
I keep getting a continuous error about "Bash" having a NullReference. Seems to point to an interaction between this mod and another. Does anyone have the same issue?
rout May 5 @ 9:21am 
Please add support for Vanilla Factions Expanded - Medieval 2, can't live without your mod!
Phoenixhydra May 5 @ 5:43am 
Good morning!
I was wondering if there was any way to make this mod compatible with the mono-weaponry mod https://steamcommunity.com/sharedfiles/filedetails/?id=2997812588 along with the other mods in the suite. Thank you.
Evono May 4 @ 7:51am 
First log was during combat this is after combat https://gist.github.com/HugsLibRecordKeeper/2d3064660cca7302f81f9be6a19d002f just a ton of red errors i got no clue where they come from but they mention this mod.
Evono May 4 @ 7:50am 
Hmm any idea why i get many red errors during combat which mention melee animations ? https://gist.github.com/HugsLibRecordKeeper/ef4911d830e866c810c32801812f3cb6 i dont find the incompatible mod , maybe you got an idea?
rout May 2 @ 6:19am 
This looks great
hwndk May 1 @ 5:09am 
when Kraltech Industries Rebalanced?
Epicguru  [author] Apr 30 @ 9:58am 
It is possible but I think that it is beyond the scope of this mod.
[WF]FоxOrigin Apr 30 @ 1:40am 
is it possible to make down/death animations for situtations except executions? Like, someone damaged pawn and instead of teleporting to the ground he will fall down with animation
✪ Homura Apr 28 @ 5:20pm 
Thank you, I'll try that.
Epicguru  [author] Apr 28 @ 10:02am 
There is no reset option. To fix it depends on how you were saving the Tweak Data: if you were saving it to a patch mod, delete the .json files in that mod that you don't want. If you were saving to this main mod (the default option) then unsubscribe and re-subscribe to the mod to reset all tweak data.
✪ Homura Apr 28 @ 9:26am 
Hello, how do I reset the Tweak Editor settings in Developer Mode? I was trying to fix the animation for one weapon but accidentally messed up others, and I can’t find a reset option. Please help
"Dart-eye" Apr 22 @ 2:10pm 
@Epicguru Thanks for the reply! I might have been looking at an older version, my bad.
Anyway, thanks for the clarification!
Hustle Bear Apr 19 @ 2:47pm 
@epicguru Hey thanks for the quick response, still an amazing mod
Epicguru  [author] Apr 19 @ 1:32pm 
@Dart-eye Sorry but if you can't read the first line and paragraph of this steam page talking about new mechanics then there's not much I can do for you. Load order requirement is for technical reasons, dig into the source code if you're interested.

@Hustle Bear Unfortunatly there is no way to adjust hand position because it is driven by the animations.
Hustle Bear Apr 19 @ 1:19pm 
I'm sorry if this has been asked to death, but is there a way to adjust hand position in the tweaks editor? I was just trying to make the hands like further spaced, but I cannot for the life of me figure out if you're able to move the hands themselves in the editor. Thank you!
"Dart-eye" Apr 14 @ 6:49pm 
I wish they would make Vanilla+ the default, or make it clearer in the initial description or title that "it's not just animation."... Also, if you know anything about why it turns red if you don't put it under "Performance Optimizer", I would like you to add that to the explanation.(by Google Trans)
kolcio138 Apr 10 @ 10:14am 
is this incompatible with Vehicles or just vehicle maps?got a raider that lassoed a whole vehicl.le
i never finish anyth Apr 9 @ 6:22pm 
Hey. What's the innate cooldown on lasso?
Kindl3 Apr 2 @ 9:36am 
it seems that the mod just cant be translated thoroughly , part of mod setting options and their description text or labels will miss no matter manual translation or Auto. I would appreciate if you could check out and supplement the code.
findecisive Mar 30 @ 7:20am 
could you add compatibility for tastier armoury pike & shot at some point? https://steamcommunity.com/sharedfiles/filedetails/?id=3303114261

i'd try to patch it myself but i have zero modding experience and i got stuck on the tutorial :<
Mobile Meow Machine Mar 25 @ 12:06am 
None of the weapons from VFE: Medieval 2 have animations
Killer_Diller Mar 24 @ 3:49pm 
@DIO上天的肉食方丈 seems to be to be an issue that occurs whenever you right click and equip the shield as apparel. If you right click there is another option to equip it as a shield and that will circumvent the issue.
DIO上天的肉食方丈 Mar 23 @ 1:51pm 
A very cooooool mod! But it seems to report errors when used together with shield equipment from the VFE:Medieval 2.:steamsad:

Anyway, thank you very much for your cool mod!:steamhappy:
Rim Baby Mar 22 @ 7:09pm 
Is this compatible with the new VFE: Medieval 2 mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=3444347874

Thank you for the mod and patching in new mods as they come <3
Fungus McGoo Mar 21 @ 4:22am 
Would it be possible to add a deterioration value to the lassos? My cannibal colony racks up heaps of lassos from butchering enemies and no one wants to buy them and they arent able to be left outside to deteriorate which results in having to go in to devmode to delete them all
Leonidas Mar 20 @ 7:58pm 
make compatable with lightsaber mod
DeoxidizerX Mar 18 @ 3:19pm 
ok thank you.
Epicguru  [author] Mar 18 @ 1:58pm 
By default the weapon swing animation speed is increased to match the actual attack speed, if the attack speed is faster than the regular animation.

This mod does not affect regular melee combat, or pyscasts or anything like that. Apart from lassos, executions & skills, this mod is purely visual.
DeoxidizerX Mar 18 @ 9:01am 
does the attack speed/weapon cooldown/ect. that normally effect the weapon's overall speed also effect the animations or does the weapon get 'slowed down' to the animation?

also it seems like with RoM or psycasts, normally I can 'que' up a skill to use and right after that swing it will use that skill. but with this mod I'm having to fight with it using the skills at all, either if I que it or just try to use the skill outright, as well as skills that are set to autocast. is there a way around this so I can use skills from either in the middle of battle?
GVLT Mar 17 @ 2:20pm 
Oh well, Dubs Analyzer reports 14% of my ticks going to this patch
Also, amazing mod, thank you
Reidlos Mar 17 @ 1:26pm 
Can you add https://steamcommunity.com/sharedfiles/filedetails/?id=3272603920 down the line?

Ill try and make my own patch in mean time
Epicguru  [author] Mar 17 @ 1:11pm 
@GVLT The patch still runs even if the setting is disabled, but it exits immediately and so should have no impact on performance.

@TROLOLOLOL Use the Cherrypicker mod.

@CantStopGeo Last time I checked they were working as intended so I'll need a save or a video to investigate.
GVLT Mar 17 @ 5:39am 
Hi, I see a lot of ticks from AM.Patches.Patch_InvisibilityUtility_IsPsychologicallyInvisible:Prefix, but I have disabled the invisibility during executions. Is that normal?
TROLOLOLOL Mar 14 @ 4:27pm 
is it possible to disable the scarlet edge?
CantStopGeo Mar 13 @ 11:56pm 
The lassos themselves are a cool concept and can be really useful but they are also very bugged, there have been a number of times where my pawns and enemies pull someone over to them with a lasso thru walls, embrasures, etc in some absolutely ridiculous situations. I have 20% building fill and they are still getting pulled right thru walls and embrasures to my pawns.