RimWorld

RimWorld

Close Quarters Combat Brutality
88 Comments
Tavo Vash 1 Mar @ 4:43pm 
actualizar a la 1.5, saludos
ObsidianPanth3r 23 Oct, 2024 @ 11:57am 
1.5?
Reel 3 May, 2024 @ 9:12pm 
@swimyum not the same
negimagi_10 13 Apr, 2024 @ 3:03pm 
I hope we will be able to see a 1.5 version of this mod.
a quality meme 27 Jan, 2024 @ 7:43pm 
The way this calculates melee dodge chances makes a gene that does -10 apply -1000% chance.
supasaiyajinrosekaiokenx 16 Dec, 2023 @ 8:19am 
btw you should make it so that elbows have a chance to cut as in real life, elbows really are capable of nasty cuts, but you should lower the chance of it happening as to not make a bunch of cuts, but only if the chance is high to elbow in the first place.
supasaiyajinrosekaiokenx 16 Dec, 2023 @ 8:17am 
this is beautiful to me as a martial artist, especially the elbows and knees
Al120 12 Sep, 2023 @ 5:50am 
I wonder is this possible to patch for HAR races. By default they don't use these
HIM 6 May, 2023 @ 4:45pm 
Brutal
Thank you for carrying it to 1.4, a must-have for that glorious melee combat
HAZRAD 1 May, 2023 @ 3:15am 
Is this mod working for 1.4?
Haou Aryu 12 Mar, 2023 @ 9:58pm 
Can I safely remove this from my mid game save?
Emperors Champion Dragos 23 Dec, 2022 @ 4:16pm 
Works for me lemon.
=(e)= Lemonater47 26 Oct, 2022 @ 2:09am 
The mod doesn't actually work with 1.4. All the pawn buttons disappear. Draft and such.
Brainiac-Infinity 26 Sep, 2022 @ 10:19pm 
Would you consider patching this for the Saiyan mod?
arkhaeart 12 Jan, 2022 @ 11:41pm 
Is there any possibility of slight chance for a T's Samurai Faction to be patched?
CrackaJack 26 Oct, 2021 @ 3:09pm 
thx! cheers
SinäKpää  [author] 26 Oct, 2021 @ 11:49am 
random
CrackaJack 25 Oct, 2021 @ 3:10pm 
are things like palm strikes exclusive to higher melee pawns, or just random?
CrackaJack 25 Oct, 2021 @ 3:09pm 
imma use this together with supreme melee, rh2 hand to hand and prisoner arena :P
Babaloo321 22 Sep, 2021 @ 11:22am 
I do have this loaded after them btw.
Babaloo321 22 Sep, 2021 @ 11:21am 
@SinäKpää
It would be great to see a patch for VFE: Tribal as well. I'm also seeing that for me, the weapons from VFE: Medieval and Vikings don't display a melee avoid chance in their stats menu. Is this intentional? Great mod btw!
Tyrannical_Elmo 18 Sep, 2021 @ 10:01pm 
it begins bwahahah!
Tyrannical_Elmo 10 Sep, 2021 @ 12:03am 
Love this mod. I hope it gets patched to work with my Industrial Melee mod after I update it soon. >:D
SinäKpää  [author] 5 Sep, 2021 @ 11:18am 
Glad they weren't any more incompatibilities while I was away (I’m quite busy IRL this school period). I'm probably way too late on answering your questions, but:

The wooden hand duplicate error is now fixed.

The melee avoid chance is capped in 55 % for balance reasons (feel free to make a local copy for yourself and edit it if you want).

I won’t implement that sort of a system, since I don’t know anything about C# and I have no interest in learning it, sorry (XML editing and C# are two different worlds).

This mod has no load order (the CE version has of course).
Xurker 2 Sep, 2021 @ 10:45am 
getting this error when used with EPOE: https://pastebin.com/EXRUaGM0
5katz 20 Aug, 2021 @ 8:42am 
why is the stat maxed out at 55%?
Frigglish 11 Aug, 2021 @ 5:11pm 
Addendum: the original (non-forked) EPOE uses a hook hand on the WoodenHand, giving it a cut attack, which leaves two VerbGivers in the relevant comps. You may or may not be invested in compatibility.
Eggnog 11 Aug, 2021 @ 3:00pm 
do you think you could implement a setting that allows you to switch to weight based melee weapon dodge values?
SonOfJupiter 10 Aug, 2021 @ 8:53pm 
Is there a load order preference for this mod? Cheers
SinäKpää  [author] 30 Jul, 2021 @ 1:52pm 
I looked into Combat Extended patching and managed to make a separate, stripped-down version of CQC Brutality, that works with CE. I’ll probably release it tomorrow.
SinäKpää  [author] 30 Jul, 2021 @ 12:31pm 
Thank you so much for the help! I would never have figured this out by myself :steamthumbsup:
StatistNo1 29 Jul, 2021 @ 5:19pm 
Took a while because I didn't know the correct xpath myself. Took 3 people, including me, on the official Rimworld Discord to get that down. :^)
StatistNo1 29 Jul, 2021 @ 5:18pm 
Here is a code example to add the BodyPartGroup "Palm" to the Bodyparts "Hand":

<li Class="PatchOperationAdd">
<xpath>/Defs/BodyDef[defName="Human"]/corePart/parts/li[def="Shoulder"]/parts/li[def="Arm"]/parts/li[def="Hand"]/groups</xpath>
<value>
<li>Palm</li>
</value>
</li>

What the xpath is doing:
1. Search for the BodyDef "Human"
2. In the list of BodyParts of "Human" look for the BodyParts "Shoulder"
3. In the list of BodyParts of "Shoulder" look for the BodyParts "Arm"
4. In the list of BodyParts of "Arm" look for the BodyParts "Hand"
5. Add the BodyPartGroup "Palm" to the groups of the BodyParts "Hand"

If you need any further help, I would like to invite you to the Discord server I made for EvolvedOrgansRedux: https://discord.com/invite/Qmf4bjTF59
StatistNo1 29 Jul, 2021 @ 5:18pm 
Hy SinäKpää,

it's best to always use patches when you work with stuff others made.
In this case, it's better to use a patch to change the humanlike body instead of your own Defs.
Use Defs only for something you made yourself, for example your BodyPartGroupDefs.

One of the mods that add bodyparts is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2424381146 .
There are a few others like "RimJobWorld" and "The Birds and the Bees".

There is one workaround to make those mods work together with yours: Have them lower in the modlist so they are loaded later.

What currently happens is:
The base game creates the humanlike body -> Other mods add their bodyparts to the human body -> Your mod deletes that body and creates it own.
That's why it works when other mods are loaded after yours. But that's not a very good solution and can bring many issues with it down the line.
SinäKpää  [author] 29 Jul, 2021 @ 9:45am 
Thx Arcanant for conveying the message. Medical System Expansion 2 should work with this mod now.


Hello StatistNo1.

I tested my mod with EPOE, RBSE and VBE, but I didn’t even think that there could be mods that added new human body parts. If you can tell me one, I’ll use it as a test subject. Also, if you could tell me how to patch singular parts from the long BodyDef list, that would be really useful. What should the xpath look like? Thanks for the report!

At the moment I'll just converted the patch into a normal Def. It doesn't look any less Inelegant, but hopefully these body part adding mods will rewrite them correctly...


RH2 Hand-To-Hand does seem to work with CQC Brutality. A very cool mod.
Arcanant 29 Jul, 2021 @ 4:11am 
XML error: Duplicate XML node name comps in this XML block: <HediffDef ParentName="AddedBodyPart_Limb_Bionic"><defName>BionicLeg</defName><label>bionic leg</label><labelNoun>a bionic leg</labelNoun><description>An installed bionic leg.</description><descriptionHyperlinks><ThingDef>BionicLeg</ThingDef></descriptionHyperlinks><spawnThingOnRemoved>BionicLeg</spawnThingOnRemoved><addedPartProps><partEfficiency>1.25</partEfficiency></addedPartProps><comps><li Class="MSE2.HediffCompProperties_ModuleHolder"><maxModules>2</maxModules></li></comps><comps><li Class="HediffCompProperties_VerbGiver"><tools><li><label>kick</label><capacities><li>Blunt</li></capacities><power>10</power><armorPenetration>0.09</armorPenetration><cooldownTime>2.8</cooldownTime><soundMeleeHit>MeleeHit_BionicPunch</soundMeleeHit><soundMeleeMiss>MeleeMiss_BionicPunch</soundMeleeMiss><chanceFactor>1.65</chanceFactor></li></tools></li></comps><defaultLabelColor>(0.5, 0.5, 0.9)</defaultLabelColor></HediffDef>
Arcanant 29 Jul, 2021 @ 4:10am 
XML error: Duplicate XML node name comps in this XML block: <HediffDef ParentName="AddedBodyPart_Limb_Archotech"><defName>ArchotechLeg</defName><label>archotech leg</label><labelNoun>an archotech leg</labelNoun><description>An installed archotech leg.</description><descriptionHyperlinks><ThingDef>ArchotechLeg</ThingDef></descriptionHyperlinks><spawnThingOnRemoved>ArchotechLeg</spawnThingOnRemoved><addedPartProps><partEfficiency>1.50</partEfficiency></addedPartProps><comps><li Class="MSE2.HediffCompProperties_ModuleHolder"><maxModules>2</maxModules></li></comps><comps><li Class="HediffCompProperties_VerbGiver"><tools><li><label>kick</label><capacities><li>Blunt</li></capacities><power>12</power><armorPenetration>0.12</armorPenetration><cooldownTime>2.5</cooldownTime><soundMeleeHit>MeleeHit_BionicPunch</soundMeleeHit><soundMeleeMiss>MeleeMiss_BionicPunch</soundMeleeMiss><chanceFactor>2.1</chanceFactor></li></tools></li></comps></HediffDef>
Arcanant 29 Jul, 2021 @ 4:10am 
There is an incompatibility with Medical System Expansion 2.

[quote]You could ask the author to only add <comps> if they are not already there.
and then Add the code they want to add to <comps> rather than along side adding <comps>.

Or Edit their Patch your self by erasing in the <value> the <comps> and the </comps> while leaving the rest of the contents of <value> untouched.
^ the above should be found within their mod within the Patches folder make sure to only edit the ones that ones which cause the error and you can see which do it because in the <xpath> line you will have defName="BionicLeg" leg in this case just as above we have <defName>BionicLeg</defName>.

we can't exactly fix this issue on our side without redoing more work than adjusting that patch to be more careful than it is now, and even then it would be load order a dependent fix and nothing stops another(if they exist now or in the future) mod from having the same issue with "Close Quarter Combat".[/quote]

StatistNo1 28 Jul, 2021 @ 4:46pm 
Hy,

your mod has some compatibility problems with basically any mod that adds body parts.

You are replacing the whole human body in your Patches/Vanilla.xml .
This is not just inelegant but brings with it a lot of problems for anything that also changes anything on the humanlike body.

The better solution is to use PatchOperationRemove and PatchOperationAdd.

If you need some help with that, I would be glad to help you.
SkavenQueen 28 Jul, 2021 @ 8:37am 
Does anyone know if this works with RH2 Hand-To-Hand?
GHOST 27 Jul, 2021 @ 5:20pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2054568235 Anotherr to support, however it mentions these same weapons are in Dragons not Included so i'm unsure if the patch already applies?
GHOST 27 Jul, 2021 @ 4:55pm 
Loving this mod so far! Really great for tribal players. Could I request compatibility for
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2087539168 ?
SinäKpää  [author] 27 Jul, 2021 @ 5:15am 
I guess the biggest change people are going to notice is the removal of all Crit attack variants, but the major performance issue is now fixed, and the load time should be about 14 times shorter. Here’s the update log:

-fixed major performance and load time issues

-removed choking, stomping and Crit attacks

-no more left and right side variants from the same attacks

-the hook hand error shouldn’t exist any longer

-pawns can finally kick with archotech legs as well

-patched more mods
Dracula 26 Jul, 2021 @ 12:50pm 
Awesome work, was there any major changes?
SinäKpää  [author] 26 Jul, 2021 @ 12:36pm 
Just released the update with the fixes.
Dokutah 26 Jul, 2021 @ 7:12am 
I see. Still, thank you for this cool mod. Looking forward for it's fix.
SinäKpää  [author] 26 Jul, 2021 @ 6:57am 
It isn’t a compatibility issue with yayo’s combat. My mod apparently starts to get noticeable laggy with +25 pawns, which definitely is an issue and I’m working on it right now. RimWorld doesn’t seem to like when a single colonist has over 24 different melee attacks, he/she can perform, and that’s why it gets laggy when you draft your whole colony.

My fix to this is to remove all the Critical hit attacks, remove choking, and almost halve the remaining attacks (means that both limbs will use the same attack). I’m also rewriting all the patches more framerate and load time friendly.

Sorry about this, I clearly haven’t playtested this mod enough. Next update will be soon.
Dokutah 26 Jul, 2021 @ 3:20am 
I found that this mod is incompatible with yayo's combat [adopted] 1.3.
Your frame rate will get worse the more drafted pawn you do.
Just wanna point this out.
Sooner535{UFIP} 25 Jul, 2021 @ 2:07pm 
That’s what I figured the error was from >.< thanks the show!