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Thank you for carrying it to 1.4, a must-have for that glorious melee combat
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!
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).
<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
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.
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.
[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]
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2087539168 ?
-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
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.
Your frame rate will get worse the more drafted pawn you do.
Just wanna point this out.