RimWorld

RimWorld

Melee Animation
1,713 Comments
kyrambox Nov 15 @ 9:51pm 
@A possible Astronaut You may use mod Melee Animation Vanilla, it patches and removes lasso and duels entirely from this.
A Possible Astronaut Nov 15 @ 5:32pm 
I thought this mod was cool until lasso's ruined my play-through. Why the ♥♥♥♥ would you add such a fundamentally game-breaking item to an animation mod?? very lame dude.
✰ ℝ𝕠𝕕𝕣𝕚 ✰ Nov 13 @ 7:19am 
Incredible, Needed
dank2ng Nov 12 @ 8:38pm 
Incredible patching guide!!!
larsobot Nov 12 @ 4:05am 
amazing mod but the lasso is so ♥♥♥♥♥♥♥ annoying especially when they target my ranged units that cant do ♥♥♥♥
SpiNfuZer Nov 12 @ 1:19am 
Is there any way to change which weapons can be used for friendly duels?
WarWolf Nov 9 @ 3:57pm 
There seems to be an issue with Lightsabers from star wars the force lightsabers mod by Lee. After a fight pawns will keep their lightsabers out permanently. Ive tried switching weapons, unequiping, reequiping, and reloading the save and nothing fixes it. Is this something you could take a look at?
Outdoor Nov 7 @ 9:49am 
I just adore this mod. Let me give a situation that happened during my session last night:
A colonist, Toni, whom had been recruited for like, a YEAR, betrayed us during a pirate attack (which is something I then learned could happen) while she was a part of a big firing line I set up, so she was standing right next to my insane combat specialist, Jet.
Before I had even really understood what happened and moved over to see what was happening, Jet drew her knife (simple sidearms FTW), did an insane backflip over her best friend who she's fought beside and gone on adventures with for the better part of a year and cut off her head.
I literally was thinking "well maybe if we capture her we can recruit her again because she's a good doctor" and then she was immediately decapitated.
Goobs Nov 5 @ 10:51pm 
There's more to it. Disabling your mod fixed the crash. Re-enabling another set of mods, thinking I'd found the problem, has reintroduced the crash. Obviously something else has broken interactions with multiple mods. Disregard, I guess.
Epicguru  [author] Nov 5 @ 9:39pm 
"broken *transpiler patch"
Epicguru  [author] Nov 5 @ 9:38pm 
Unfortunately your chatbot is wrong on almost all fronts. The AM.Events warnings (not errors) are expected and harmless.

The GUI clip pushing error is an indication that some UI is broken, but it doesn't mean that it was cause by 'a UI mod', it could because caused by absolutely anything. For example, if a mod sets a pawn's name to null then you open any vanilla UI, you will get an exception like that as the UI breaks.

The actual crash is caused not by the UI but rather the UI catching an exception and, when trying to print the stack trace, the stack trace itself fails to be walked. This is normally caused by seriously ♥♥♥♥♥♥ IL code such as a broken transport patch.

I'm not going to tell you that the crash definitely wasn't caused by this mod, but it likely wasn't. If you can send full logs (both player.log and the crash dump) rather than the chatbot log, I can look into it more.
Goobs Nov 5 @ 6:52pm 
However much weight you want to put into a Gemini Pro diagnosis; all I can say is disabling this mod is what finally resolved a long-running crash issue I was having.

https://pastebin.com/AivbV5hP

The crash is almost certainly caused by a mod that adds or modifies an inspect tab.

Evidence 1 (Previous Log): The AM.Events errors (from a mod creating sounds, gore, etc.) were happening repeatedly.

Evidence 2 (Previous Log): The GUI Error: You are pushing more GUIClips than you are popping error shows a UI mod is already "leaking" and unstable.

Evidence 3 (Stack Trace): The crash happened inside Verse.InspectTabBase (the code for inspect tabs).
BastardBlade Oct 29 @ 3:14am 
I hate to ask but can you add compatibility to ↁ Elves (Continued) Mod when you get the chance, there's a TON of melee weapons in that mod.
Bro, animations is good, but lasso is absolutely broke this game. also stunlock finishers too.
DrakonDawn Oct 24 @ 6:25am 
There seems to be some odd behaviour with Vanilla Vehicles Expanded.
If an enemy pawn lassos a vehicle that is a caravan, it will be deleted and act as if the caravan has been lost.
To anyone who is using Vehicles, you can set the "max pawn size" below 3 in the lasso settings to prevent your multi-ton vehicles from being lassoed.
CroniX Oct 22 @ 2:48pm 
Are duels against the enemy implemented?
vexxn0va Oct 22 @ 11:40am 
Why do duels never happen against the enemy? I would guess technical issues but I havent seen anyone really talk about it much.
Paolini Oct 18 @ 11:56am 
Ohhh this is really awesome, was getting so sick of the forced Swaying yayo gave to everyone
Pika Oct 15 @ 1:13pm 
I've had the same issue as SSS-class Warlock.
Let me see if I can get back to you some logs for that.
SSS-class Warlock Oct 15 @ 6:30am 
Sorry, I can't be bothered. I was just complaining, sorry for wasting your time
Epicguru  [author] Oct 15 @ 5:47am 
You'll need to send a log if you want me to investigate.
SSS-class Warlock Oct 15 @ 4:51am 
I find that my game gets really laggy when there are any friendly duels between my pawns happening, and changing the number of cores used made no difference
LordJaeger Oct 12 @ 2:50am 
Can we duel with the enemy?
Surasu Undying Oct 6 @ 3:00am 
I would like to thank you for making this mod, since you released it it has become a must for any modpack i try!
batatafritada Oct 4 @ 4:21pm 
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batatafritada Oct 4 @ 4:14pm 
yeah, Scale, it is
Scale-C4 Sep 27 @ 8:10pm 
is this compatible with vanilla combat extended by chance?
BoxFox Sep 27 @ 4:48am 
Would making weapons from Medieval Overhaul compatible be possible?
Vlad Draculea Sep 21 @ 9:18pm 
arms galore - medieval support pls
Roque the Rogue Sep 21 @ 1:10pm 
Do duels even happen in the latest version? I never see it, only executions.
Tenebris Sep 21 @ 10:44am 
@Husker_85 That’s absolutely cinematic.
hoteldoor538 Sep 19 @ 1:23pm 
is there a way to reduce the knockout from 2 hours to something lower?
Epicguru  [author] Sep 17 @ 1:01pm 
Dope!
Husker_85 Sep 17 @ 7:25am 
One of my melee pawns ended up in a 1 vs 1 with the boarskin leader of the enemy raid. He was unarmed, so I thought she would be ok, but the boarskin somehow managed to down her with his bare hands. He immediately picked her up and started walking off with her. My ranged pawns started spitting lead at him, but he just wouldn't go down. Then her girlfriend comes barreling in out of nowhere in full plate with a persona plasmasword. She quickly caught up to the boarskin and in a shocking display of ferocity, seperated his head from his shoulders before picking her girlfriend up off the ground and declaring "This ass is mine!"

Epic mod 11/10. How are more people not talking about this?
Epicguru  [author] Sep 14 @ 5:20am 
You need to post the full log in the Bugs channel to get support.
KeiwaM Sep 14 @ 4:54am 
I seem to get a lot of errors with this mod.

System.NullReferenceException: Object reference not set to an instance of an object
[Ref 995EF44D] Duplicate stacktrace, see ref for original
Deprinced Sep 14 @ 3:13am 
Cant seem to find Scarlet Edge
bean boy Sep 12 @ 9:34am 
I found no options or settings in the ingame menu for lassoing through or around obstacles. Right now, it seems my only choice is to turn it off. I really want to keep it enabled.

I like the lasso feature, i think its fun to lasso retreating enemies, and it provides a challenge when enemies lasso my melee pawns out of doorways/chokepoints. however, it is incredibly frustrating that enemy pawns can also lasso my shooters from behind a wall that is not normally able to be walked through.
Epicguru  [author] Sep 12 @ 8:00am 
There are options to adjust that behavior.
bean boy Sep 12 @ 7:28am 
despite having compatability with Combat Extended, pawns are able to Lasso THROUGH embrasures. both friendly and enemy pawns.
Rips Sep 10 @ 6:39pm 
You can't burn the lassos in an incinerator as they don't show up in the bills under apparel or weapons. Traders and towns won't buy them. So guessing the only way to get rid of them is to dump them outside?
Epicguru  [author] Sep 9 @ 8:58am 
Yes.
Flying Tortilla Sep 9 @ 8:04am 
Does custom body type/armor from mods etc affect the mod?
Luke TasRook Sep 6 @ 9:53am 
Brah. I sent out my one and only ultra super powered soldier loaded with ~150k silver worth of archotech implants and gear against a raid of some hundred tribals and one of them knocked her out with a freaking stick using a melee animation and the entire raid immediately decided to kidnap her and walk away.... I couldn't save her in time. It's so freaking funny I'm not even mad. Well, I'm a little mad since the colony is now rather vulnerable... Great mod! 11/10.
Tulen Sep 5 @ 11:28am 
Against Mystic Weapon Summon, a mod is needed that adds Rho Aias
Epicguru  [author] Sep 4 @ 10:22am 
Hi, I have answered in your DM.
skiller_ok Sep 4 @ 10:13am 
@Epicguru, Hi! Thanks for the mod! Tell me, are you planning to add the ability to create other animations that are not tied to weapons and combat mode? This would provide unlimited possibilities for high-quality animation of the game!!!
天才少公子 Sep 3 @ 9:14am 
Oh, I just found the source of the conflict. It seems to be caused by an unknown conflict with another mod that optimizes game performance using multithreading.
天才少公子 Sep 3 @ 9:06am 
When I use this mod, after battles end, my pawns’ weapon textures remain stuck in place, and they even appear on the world map. I’m not sure whether this is a bug with the mod itself or a conflict with another mod. For reference, I’m also using the animation mods Yayo’s Animation (continued), Nals Facial Animation, and Blood Animations.
Timmerman73 Aug 31 @ 1:25pm 
Okay good to know then il wait for the next update :)

Thanks for the quick awnser and ofcourse for making this mod :)