RimWorld

RimWorld

212 ratings
Star Wars : The Force - Lightsaber
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Mod, 1.5, 1.6
File Size
Posted
Updated
9.833 MB
18 Apr @ 9:37am
3 Aug @ 8:57pm
60 Change Notes ( view )

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Star Wars : The Force - Lightsaber

Description
This mod adds Lightsabers to Rimworld. Split from my original Mod. This mod will include the various lightsaber related components such as Kyber Crystals, Upgrades, and whatever else I feel like adding. Also includes a expiremental melee parry system within the mod. For the full experience i recommend royalty, so that you have access to the Stance System as well. CE is Compatible

Lightsaber Systems:
This mod includes its own lightsabers with a variety of features including.


Customization:
Select from over 50+ designs for the hilts, with 9 preset colors to choose from. Or Choose a custom color using the in-game RGB selector. The possibilities are endless. Newly added is the component system. Now adding 5 new categories that can each have its own unique stat bonuses.





Deflection/Throw Lightsaber
Two essential features for lightsabers have also been included. Deflection of projectiles, and the throw lightsaber ability.




Stance System: Requires Royalty
A fully customizable stance system has been implemented. Each pawn will hold their lightsaber in a unique matter corresponding to the 7 lightsaber forms. For further customization, you can enable custom stances in the Mod Settings.



Parry System:
In addition to the above stance system. An optional new combat system has been implemented. Parrying. This occurs when two humanoid pawns with skills are engaged in combat with one another. Taking in a combination of melee skill, pawn manipulation, and the skill difference between two pawns, defenders now have a chance to parry the attack without taking any damage. Can be disabled in the Mod Settings under Lightsaber Combat System. This also links with the above stance system to allow different forms to overpower one another.

Melee Animation Support:



Popular Discussions View All (2)
1
10 Jun @ 10:02pm
couple of bugs
Vestige
0
14 Jul @ 7:50am
Abilities
Panfoo
483 Comments
Lee  [author] 8 hours ago 
Seems to be an issue with melee animation
The Memphis 18 hours ago 
how do I turn off lightsabers while undrafted?

one of my pawns has his lightsaber on 24/7 but my other 2 only turn them on when drafted which I like
Lee  [author] 7 Aug @ 12:04pm 
Make sure all of them have tweak data just in case
Al120 7 Aug @ 11:55am 
Yeah not sure where but thanks for attempting to help
Lee  [author] 7 Aug @ 11:29am 
It sounds like a mod conflict somewhere. As you can see from the gifs on the page, melee animation has interactions with this mod
Al120 7 Aug @ 11:02am 
It was a regular lightsaber. Also I tried moving melee animations under the lightsaber mod and it seemed to delete the lightsaber and any other lightsabers from this mod from my game.

So have to put melee animations above this mod and the force mod after all.
Al120 7 Aug @ 10:50am 
I'll try that. Rimpy gives me warnings if I move melee animation lower than The Force Mod and Lightsabers, but I'll see what it'll do regardless.
Lee  [author] 7 Aug @ 10:49am 
Is that the regualr saber or a unique weapon?
Rex705 7 Aug @ 10:44am 
You are loading the animation mods last right?
Al120 7 Aug @ 10:41am 
Basic Attacks have the same issue: https://prnt.sc/K4LG5IFMv5A8