RimWorld

RimWorld

1,323 ratings
[RH2] Hand-To-Hand
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
11.958 MB
Jul 24, 2021 @ 7:31pm
Jul 18 @ 9:57pm
16 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
559 Comments
Bird Up! Aug 5 @ 10:26am 
for some reason my pawn keeps using auto cast on my slaves (?) knocking them out constantly
Comradebusman3 Aug 2 @ 10:17pm 
addendum: I was able to get around this particular instance by using an RKO on the bear. Very funny, and stunned the bear long enough to just cut it's throat, but it's still an irritation to have my commands ignored in favor of auto cast
Comradebusman3 Aug 2 @ 10:14pm 
I like this mod, however I've started noticing something irritating. The autocast function is overriding specific commands, more specifically I want my sanguophage to long jump away from danger but while setting up to do that it overrides to one of the hand to hand options. I'd rather my sanguophage stop trying to punch the rabid bear and maybe jump away or use the piercing spine, but it overrides my commands with hand to hand options every time
Mr Very Suspicious Jul 30 @ 8:44pm 
Was on the fence but the amount of Cobra Kai references has convinced me
Sauerkraut-Senpai Jul 27 @ 4:23am 
Just want to send good vibes. Bloody love that mod. So satisfying to run up to a poor smuck, rko-ing them into the ground and finishing them off. 10/10
This_Guy Jul 24 @ 1:39pm 
Take your time on updating your other mods Chicken Plucker, we wouldn't want you to get burn out.
PhoenixLabella Jul 24 @ 8:38am 
Thx a lot! :greedyHeart:
Catman1226 Jul 24 @ 8:37am 
Could you add a option that would toggle needing to be unarmed to use these?
Zandor Jul 20 @ 4:24pm 
Thank You!!!
Chicken Plucker  [author] Jul 20 @ 2:25pm 
@Gonzo - Separate mods mate, this is standalone

Also no worries guys, hope you enjoy.