RimWorld

RimWorld

Melee Animation
1,414 Comments
Epicguru  [author] 14 hours ago 
It is possible but I think that it is beyond the scope of this mod.
FоxOrigin 22 hours ago 
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.
GULÉ🏠 Mar 11 @ 9:28am 
You were right! It was a load order issue, hitting sort in Rimpy seems to have solved it! My bad!
GULÉ🏠 Mar 11 @ 8:49am 
@Epicguru thank you for the feedback. Yes I use some mods for older rimworld but they seem to work just fine and haven't spitten out errors before, because it's typically just hairs or weapons addons. Nothing "functional" afaik.
Wtihout changing my mod list my game just broke and started spitting our errors even in a new game, so some mod was likely updated and is giving a mod conflict and a headache! 🤣
At this point I don't even have the time to sit and troubleshoot which mod it could be.
Epicguru  [author] Mar 10 @ 12:28pm 
I am keeping an eye on compatibility requests, but I am busy with real life and a large update for the mod is in the works which makes doing small updates harder. As a reminder it is possible for anyone to make mods compatible, the instructions are on the Github page and it typically takes a few minutes per mod.
Epicguru  [author] Mar 10 @ 12:27pm 
Bugs belong in the Bugs channel, but based on that log you have at least one mod active that is compiled against an out-of-date version of Rimworld. Are you trying to load any mods that are made for 1.4 or something like that?
GULÉ🏠 Mar 10 @ 9:23am 
[MeleeAnim] Exception in post-load event 'Apply final patches':
Anyone else getting this error in main menu?
https://gist.github.com/HugsLibRecordKeeper/4c63c1a141d86d12fca524fe340272ac
Xeonzs Mar 8 @ 9:12am 
Just wanted to say thanks for giving us so many options in the mod to disable and adjust things, I personally really didn't like that the unique abilities forced a context menu on right clicking enemies, replacing the default action of "force attack this" on a simple click.
I also didn't like that my 10 melee warriors were getting constantly executed when facing 100 melee enemies, so I also disabled that enemies can execute or lasso.
lucky_one 🍀 Mar 8 @ 7:40am 
Would it be possible to give compatibility to the Sophian Stylepack from Vanilla Expanded Ideology or since they are "reskins" of vanilla weapons it's not possible? Most of the hands are placed incorrectly. You can always turn off the hands tho but I think it loses it's magic. :er_sweat:
赫鲁屌夫 Mar 8 @ 5:57am 
Bonjour, Sir Mod Maker. Could you please make this mod compatible with 'VFE Pirates unofficial add-on: Warcasket Melee Armory Continued'? I would be very grateful for your help.
https://steamcommunity.com/sharedfiles/filedetails/?id=2985012626
generalpuppydeer Feb 26 @ 3:56pm 
Anyone knows what should i do to get this awesome background without using everything else from this mod? I tried moving xml and BG folder to my dummy project, but it does not have parallax in game.
powerneed Feb 24 @ 1:54am 
jesus this is one of the most anime things I've seen and i love it
Wasrong Feb 3 @ 3:16am 
I'd appreciate if the Warcasket Persona Weapons Mod was made compatible - thanks.
https://steamcommunity.com/sharedfiles/filedetails/?id=3246715020&searchtext=warcasket+persona
Hustler One Feb 2 @ 6:09pm 
Can you add compatibility for the Shard Dagger mod? It's my favorite weapon
Fenc Feb 2 @ 12:10pm 
if youre free and feel like it, the urmc mod has a blade that i think would look nice with an animation, its my favorite weapon aaa
Velvet Feb 2 @ 4:27am 
Would appreciate a patch for Arms Galore (Tasty) Medieval if possible. I totally get you're probably busy though, I both respect and really appreciate the dedication to already have 334(+?) mods patched already. This mod adds so much more to melee combat than I ever thought it would when I first downloaded it.

https://steamcommunity.com/sharedfiles/filedetails/?id=3260748445
lucky_one 🍀 Jan 25 @ 1:07pm 
Hi! Quick question if someone can answer: On the compatibility page, it says Grimworld is compatible (which is super cool, btw), but I tested it a bit, and when equipping melee weapons with shields while using the "Show hands" option, the weapons still act as two-handed. If I recall correctly, you could swap between one-handed and two-handed modes to fit shields, right? Was that option removed from the mod? Any help would be greatly appreciated! :er_heart:
Farbott Jan 12 @ 9:27am 
duels just a week away
matriarch16_ceris Jan 11 @ 1:33pm 
I modestly require a Melee animation patch for Neo Samurai mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3127234420&searchtext=
Isomalt Jan 10 @ 7:25pm 
Im not sure if its an incompatibility or what but as of the recent update (jan 10th 2025), this mod kinda made something bug out. error log spammed errors, something caused lag, pawn and animal textures didnt show up.

this is a nice mod that I dont want to remove so it would be nice if anyone can help find the source of the issue, im trying to do some searching for incompatibilities myself :P
Roseblight Jan 8 @ 7:05pm 
my pawns never duel, they always just attack back and forth with opponents, is this an incompatiblity?