RimWorld

RimWorld

1,290 ratings
[RH2] Hand-To-Hand
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
11.622 MB
24 Jul, 2021 @ 7:31pm
24 Apr, 2024 @ 6:51am
14 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
537 Comments
Ghostmare 16 minutes ago 
Hope he doesn't give up on modding and will update it to 1.6 and the rest of mods
ironbead505 4 Jul @ 11:16am 
1.6 plz
Rainhesoberane 3 Jul @ 9:16pm 
1.6 plssss
Fixxel 2 Jul @ 2:04am 
Fun mod - though not really compatible with wilder mods like super hero genes, which is understandable. I had one of my supe stunned by RKO melee ability for a looong time by some random non-supe mercenary guy. RKO itself didn't even damage the supe. Following long concentrated barrage of firearms and explosives really did though, as said supe was "KO'd" on the ground :D
Mtaddict [VOTE TRUMP 2024] 12 Apr @ 1:46am 
This mod is has some incompatibility problems with Vehicle frame work, the cast function for this mod seems to disable vehicles completely
kenlon 24 Mar @ 9:21am 
I'm installing this just for the Discombobulate ability.
TotalNewbie 10 Mar @ 6:34am 
Seems to work well on race mods
specifically the Ayameduki Races
Juurd 25 Feb @ 8:01pm 
Komaki Parry too
Solstice Initiative 18 Feb @ 1:58pm 
now all I need is a Komaki Tiger Drop
Solstice Initiative 18 Feb @ 1:57pm 
Me to my 16 Melee pawn after installing this: Try and remember the basics of CQC