RimWorld

RimWorld

[CP] Metal Gear Solid - CQC Takedown
209 Comments
Gibbus 12 Mar @ 6:44pm 
SNAKE! DON'T ABBREVIATE CHICKEN PLUCKER! SNAKEEEE!
Hurgablurg 4 Oct, 2021 @ 12:23am 
- "Using the ability towards allies will cause zero reactions from them"

"Thanks for that, Boss!"
Chicken Plucker  [author] 24 Jul, 2021 @ 8:37pm 
Hello all, comments were disabled to prevent the floodgate of 1.3 update requests.

New version of takedown abilities added here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2556532381

Lots of improvements, no more mod conflicts with JecsTools or a need for JecsTools. Special thanks to Taranchuk and ya boi Hideo Kojimbo
Omegadioxide 20 Jul, 2021 @ 3:31pm 
ayo is the mod author still doing military training or? This is one of those mods I cant live without. Ill try and test it on 1.3
T h e R a t 4 Jul, 2021 @ 5:05am 
The only problem I've been having with this is that pawns will *not* track an enemy (or otherwise) that I tell them to CQC. They will go to the last location the pawn was at when I told them to do it, but then turns around and leaves. I dunno if this is a mod conflict or what, but I know it's caused me issues before.
eN4aR 11 Mar, 2021 @ 9:44pm 
Lol, just knocked down a bear using this. What a fun op mod
Chicken Plucker  [author] 24 Oct, 2020 @ 7:12pm 
Cheers guys, though I’m away again cause I’m on phase 2 now. If 1.3 comes while I’m gone, please never forget the basics of CQC.

Goodbye lads, till next time
Out-Of-Touch 23 Oct, 2020 @ 10:13am 
sorry :)
Silentman253 21 Oct, 2020 @ 6:08am 
Welcome back Chicken Plucker! I'm happy to see you again.
pgames-food 19 Oct, 2020 @ 10:55pm 
cool, welcome back :)
Chicken Plucker  [author] 19 Oct, 2020 @ 4:41pm 
1.2 is up, cheers. It was working for 1.2 by the way, I just had to write that it works for 1.2 as well.

@NOT A COOL OSCAR - I appreciate it my friend but no need to call anyone any names. Remember to be nice
Mr.2 2 Sep, 2020 @ 6:15pm 
1.2
80953197 22 Aug, 2020 @ 6:57pm 
Master,we are waiting in hope for 1.2 .
Pauma del Sol 13 Aug, 2020 @ 12:39pm 
I feel like I'm barking up the wrong tree, but any chance of update for 1.2?
Kokorocodon 20 Jul, 2020 @ 7:27pm 
The concept is spot on. But highly prone to exploitation. I can simply await my enemies on a corner and I drop them one by one until they flee.

In my humble opinion, it should be a skill only available to pawns with 18-20 on their melee skill.

Or simply add a miss chance.
Seripa 4 Jul, 2020 @ 9:44pm 
Ahh, I love this mod so much, but it's a bit out of balance for my desired experience. Do you have any resources I could look into so that I might take a shot at modding myself? I was thinking of trying to add a system that compares the pawn's melee ability to the targets before calculating for a hit/miss/counter cqc.

And of course thank you for all the wonderful modding experiences, they're amazing.
An Author 6 Jun, 2020 @ 11:45pm 
So here is a way to balance this that requires no modifications of game files. You simply perform a manual skill check. In combat, each time you pause the game, roll a die. You can do this easily online. I use 1-20 with CQC and 1-40 with Rip And Tear. For CQC, I need to get a 19 in order to cast the take down. With Rip And Tear, I need to get a 39.

I also only do Rip And Tear when a pawn has at least 15 melee .

This is extremely entertaining, and imo, it balances it quite well.

This is kind of like cheating at solitaire, so if you sit there rolling over and over to get the # you want, that's on you.
Tokido Saya 25 May, 2020 @ 2:05am 
i see,thought these thing may like some gc or world pawn may fat the save file and cause lag,ok thanks!
Chicken Plucker  [author] 24 May, 2020 @ 4:11pm 
@Tokido Saya - If it’s a console log then it shouldn’t be a problem, I do know any mod can cause lag for RimWorld since that’s just how things are, but I doubt this kind is too much of a problem. I believe what you described is the feature done by either jec or erdelf that makes sure abilities work with other races.

You don’t mean physical log files do you?
Tokido Saya 24 May, 2020 @ 1:50pm 
hello,i like this mod,it helps me alot on saving some kurin trying to kill themself.
so,i notice something when i opening a new save,i am not sure but i think this mod seems keep making a some log on the save file as


<li>
<pawnAbilityPawn>Thing_Human606</pawnAbilityPawn>
<pawnAbilityPowerDef>CP_CQCTakedown</pawnAbilityPowerDef>
</li>

every time when i use cqc,it seems keep filling your save file like gc(may even cause lag and longer save loading?not sure)
do u have any idea what is this?can this fixable if it is somekind spam?
HITDICK 2 May, 2020 @ 5:11am 
OK:winter2019happysnowman:
Chicken Plucker  [author] 1 May, 2020 @ 2:18am 
@Alex Mercer WT - Please see the description, there’s a version using Jecs Tools that works with rim of magic. It's compatible with that mod

@Yeetpacito2 - Can’t be done due to coding limitations. I’ve explained this in the description, we have no coder to fix the mod, but it’s a good shout. I know it’s be cool if the enemy could knock you out instead like FROGs in MGS4 but sadly we don’t have the extra help

@Yo - you’d never be able to use the mod then, especially since 20 melee skill burns out, it doesn’t stay 20 for long because pawns lose the skill stat due to learning loss. It’s be a wonder why people should have the mod in the first place if they can’t use it at all. I appreciate your suggestion anyway, thank you
HITDICK 1 May, 2020 @ 12:53am 
plz fix it i like this mod and magic world:lunar2019piginablanket:
༺midas22༻ 26 Apr, 2020 @ 9:28am 
another way to make it balanced would be to make it only able to happen if the use had a higher melee skill than the target by a certain amount
Yo 20 Apr, 2020 @ 12:56pm 
would be cool if the cqc skill would only appear on pawns with 20 skill in melee or if they have a certain trait. I think this would make it more balanced.
Chicken Plucker  [author] 11 Apr, 2020 @ 7:12pm 
Updated the description and released non-standalone versions that are compatible with other ability mods:

_________________________

JecsTools dependent versions
(Working with other ability mods such as Force Choke and Rim of Magic)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057671527
Metal Gear Solid - CQC (JecsTools)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057672223
DOOM - Glory Kill (JecsTools)
_________________________

I'd like to thank An Archie for creating these patches, would not be possible without him. Obviously future versions will now be so much easier to patch and the mod can now be support long-term even when I disappear into obvlivion. Thanks Archie, you're the champ
Valikdu 26 Mar, 2020 @ 5:38pm 
I like to make a silent takedown.
Chicken Plucker  [author] 19 Mar, 2020 @ 1:32pm 
Any other errors reported are caused by mod conflicts, I've got reports from others. I've tested the mod before release and it was this close to not come to 1.1 like you wouldn't believe. I had to get help from retired modders experienced in C# Mehni and LimeTreeSnake.

I know when an error happens it's a mod conflict, any clunky mechanic is due to how the mod is coded. Technically CQC isn't a melee attack, it's a ranged attack. If things were more simple this mod would be perfectly balanced and the mechanic would probably be a lot more complex, but it isn't and this is how it will be. I can't code C# and I don't know how much more I can stress that, it's already in the description, so I can't patch for other mods even. Those other mod makers that made RoM are much more skilled than me, and they couldn't fix this conflict. It's gonna stay, unfortunately, and the only hope is if RimWorld develops a better system for skills casted like these in the future.
Chicken Plucker  [author] 19 Mar, 2020 @ 1:27pm 
@Mortagon - It's not a simple fix. I can't provide anymore development for the mod since it was originally coded by jecrell. RoM uses the same code which causes a conflict when both mods are used, I don't know how to fix it and from my commission years ago with jecrell neither could he.

@Timeless Ambulant - That always happened in 1.0, it's more noticeable now. The reason they don't use it when they're attacked is because they were interrupted, and the AI is automatically set to switch to melee attacks and stop whatever else they are doing. No there's no chance of this being "fixed" as said above, besides being updated to work with 1.1 there is no more polish or further development that can be done for this mod because it's all C#.

I'd consider the clunkiness a downside to the several other complaints that you can one hit KO thrumbos and mechanoids. If you wanna CQC while in melee combat, re-draft the colonist and click the action again. All I could give you, sorry.
Pauma del Sol 19 Mar, 2020 @ 11:52am 
Since 1.1, I've noticed that colonists using the ability no longer follow targets past the original targeting location, nor will colonists use it when being melee attacked. Is there any chance this could be fixed?
AisMilo 18 Mar, 2020 @ 8:11pm 
is it possible to get compatibility patch with rimworld of magic?

Freverof 18 Mar, 2020 @ 2:44pm 
really helpful,melee need more power,thanks
kingdavis45 15 Mar, 2020 @ 2:26pm 
LOL
Mortagon 11 Mar, 2020 @ 7:16pm 
Any chance of compatibility with Rimworld of Magic? I love both mods and it generates a ton of red errors with it
Darkstar 4 Mar, 2020 @ 10:14pm 
That's a Harmony error. One or both of those mods probably needs to update to depend on the new Harmony mod instead of including it within the mod.
Runt 4 Mar, 2020 @ 7:41pm 
my error is different than the cpaabilityuser, rather its a bunch of "short hash" errors, and it shows up on debug log on start up. Im guessing its because I have rimworld of magic and star wars force. Which sucks but I guess its a 1.1 thing, since it worked fine together in 1.0
Darkstar 4 Mar, 2020 @ 2:56pm 
I was getting the error when the map first loaded when starting a new game. I haven't actually gotten to the point where i can use the CQC ability yet. No JecTools. I think my modlist should be in the link I posted? My best guess is that it might be an issue with Zombieland as that one does some weird stuff.
Chicken Plucker  [author] 4 Mar, 2020 @ 1:29pm 
Hey all. I did some testing and ran around CQCing some people, haven't been able to replicate the issue. I don't know what the situation is with this "CPAbilityUser.AbilityUserMod.Notify_ApparelAdded." since I don't even remember seeing that in the source code. Question, do you guys have jecstools enabled? I'm assuming maybe its a conflict, or from another mod with abilities. I just need to know what's up since usually my quick tests are done with minimal mods
Darkstar 4 Mar, 2020 @ 8:42am 
Suddenly I'm getting a lot NullReferenceExceptions from this mod, starting yesterday. Exception ticking [object], at CPAbilityUser.AbilityUserMod.Notify_ApparelAdded.

Log here: https://gist.github.com/ee4e6e591a389e7a5138070ef63c4158

It looks like it's happening when clothes are added to a pawn or something... It's funny though because it looks like it's checking the initial drop pods for clothes. The errors also don't seem to do much other than clog up the debug log.
Runt 3 Mar, 2020 @ 5:42pm 
(1.1 with royalty dlc) ive been having a ton of short hash errors from other mods like DOOM and star wars from this mod,and ive made my load order based on a guide. I used this mod in 1.0 with no problems and only really had it with 1.1.
Chicken Plucker  [author] 3 Mar, 2020 @ 10:14am 
missing textures for 1.0 users fixed, cheers all
Sir Meep 2 Mar, 2020 @ 6:53pm 
C.Q.C
Ogliss 2 Mar, 2020 @ 5:08am 
hmmm, ive only seen those short hash errors
"StarWars_ForceChoke_Lv2 already has short hash"
like that when theres dupelcate assemblies trying to load (happens to me alot when i change refernces because i forget to uncheck copy local)
Nattnissen 2 Mar, 2020 @ 5:03am 
Hmmm, good thing steam does not store those mods in folders with just alot of numbers. Someone might have issues finding the right folders if they did XD

Sadly no change, only thing other than projectJedi.dll were some harmony files and not mix or match of one of them or none of them in the folder had any change.
Ogliss 2 Mar, 2020 @ 4:40am 
the assembles folder
https://gyazo.com/405c22ee6b40b19cf4dac00cbd0c74fd
hope that helps
Ogliss 2 Mar, 2020 @ 4:38am 
@Nattnissen
check the force mods folder, last i looked it had dupelicates of the games assemblies in it
Nattnissen 2 Mar, 2020 @ 4:34am 
Getting alot of errors when using this along with The Force mod:

https://gist.github.com/HugsLibRecordKeeper/e424a8dfd292b5b63f82dc9cded417bb
Cthulhu The 3rd 1 Mar, 2020 @ 9:36am 
Sweet! Any chance the same technique will be applied to Glory Kills?
Ogliss 1 Mar, 2020 @ 8:32am 
its no worries, shouldnt be an issue in 1.1 anyways, i moved away from jecstools abilities, since i wasnt sure if it was ever gonna update, and patching into the new ability system in vanilla instead
Chicken Plucker  [author] 1 Mar, 2020 @ 8:30am 
@Ogliss - Thanks so much for that offer my friend! I don't wanna add to your burden but I'll remember. I'm grateful you'd even offer and even come along to fix your stuff for compatibility. I am sadly swamped as well, but I'm sure it'll all blow over eventually (until 1.2 update comes, rip)