RimWorld

RimWorld

Melee Animation
1,724 Comments
2ScoopsPlz 16 Dec @ 2:59pm 
For some reason this mod just doesn't work with the rim-robots race. Like, it's doesn't *break* anything, but the robots can't use any of the animations.
Jet 15 Dec @ 10:12am 
gamebreaking bug, one of my pawns 'butternut' is having an issue idling, she isnt moving. whenever i click on her to try to draft and undraft it prevents me from clicking on anything else in the game until a reload

https://gist.github.com/HugsLibRecordKeeper/da89cf1687a81dbefd241d6d7e27bae3

downing her using devmode fixes it, though she starts walking backwards after getting up
Viera903 14 Dec @ 10:22am 
Is there a way of disabling lassos from even being crafted and the new swords from appearing on trade caravans? I searched the options but didnt find one that disabled them entirelly.
Sanakara 11 Dec @ 1:21pm 
Why Rimsort says, that melee animation should be loaded after performance optimizer? Just asking, cause it is supposed to laod the optimizer at the very end and that would mean I have to pu animations als to be the very last item in the list.
Mutiny 6 Dec @ 6:50am 
@A definite A$$tronaut Go make your own damn mod then sh17head. I love the lassos and the duels. Yet you're here whining about something another person worked on for you to use, for FREE. What a POS lol.
Knight Aarant 30 Nov @ 3:00am 
Holy ♥♥♥♥, goated custom patcher. Thank you for your work.
Epicguru  [author] 29 Nov @ 5:58pm 
This mod is in low-maintenance mode right now. I'm busy with irl obligations, preparing to move house etc. As a reminder anyone can make mods compatible by following the guide that is linked on this page.
CrAzYDaNiLa 28 Nov @ 3:56am 
Please, patch weapons from Obsidia Expansion
Epicguru  [author] 21 Nov @ 9:16am 
@Sumatris thanks!

@A Possible Astronaut I added the lassos because I think that they're cool and I ♥♥♥♥♥♥♥ felt like it, hope that clears things up. If you had read the first paragraph of the mod page you would know that they're added by this mod, and I you had read the FAQ you would know that you can disable them.
Emerald 21 Nov @ 9:14am 
Duels seem to not even work for me anymore, no matter what weapon anyone has, even if i choose to manually try and send them to duel, whenever i choose one compatible pawn, the others get greyed out no matter what
Sumatris 21 Nov @ 8:25am 
I've been playing with this mod for a while now and I'm still amazed by the quality of the animations in a game that doesn't really have animations otherwise. No idea how you accomplished this, but mad respect for your work.
kyrambox 15 Nov @ 9:51pm 
@A possible Astronaut You may use mod Melee Animation Vanilla, it patches and removes lasso and duels entirely from this.
A Possible Astronaut 15 Nov @ 5:32pm 
I thought this mod was cool until lasso's ruined my play-through. Why the ♥♥♥♥ would you add such a fundamentally game-breaking item to an animation mod?? very lame dude.
✰ ℝ𝕠𝕕𝕣𝕚 ✰ 13 Nov @ 7:19am 
Incredible, Needed
dank2ng 12 Nov @ 8:38pm 
Incredible patching guide!!!
larsobot 12 Nov @ 4:05am 
amazing mod but the lasso is so ♥♥♥♥♥♥♥ annoying especially when they target my ranged units that cant do ♥♥♥♥
SpiNfuZer 12 Nov @ 1:19am 
Is there any way to change which weapons can be used for friendly duels?
WarWolf 9 Nov @ 3:57pm 
There seems to be an issue with Lightsabers from star wars the force lightsabers mod by Lee. After a fight pawns will keep their lightsabers out permanently. Ive tried switching weapons, unequiping, reequiping, and reloading the save and nothing fixes it. Is this something you could take a look at?
Outdoor 7 Nov @ 9:49am 
I just adore this mod. Let me give a situation that happened during my session last night:
A colonist, Toni, whom had been recruited for like, a YEAR, betrayed us during a pirate attack (which is something I then learned could happen) while she was a part of a big firing line I set up, so she was standing right next to my insane combat specialist, Jet.
Before I had even really understood what happened and moved over to see what was happening, Jet drew her knife (simple sidearms FTW), did an insane backflip over her best friend who she's fought beside and gone on adventures with for the better part of a year and cut off her head.
I literally was thinking "well maybe if we capture her we can recruit her again because she's a good doctor" and then she was immediately decapitated.
Goobs 5 Nov @ 10:51pm 
There's more to it. Disabling your mod fixed the crash. Re-enabling another set of mods, thinking I'd found the problem, has reintroduced the crash. Obviously something else has broken interactions with multiple mods. Disregard, I guess.
Epicguru  [author] 5 Nov @ 9:39pm 
"broken *transpiler patch"
Epicguru  [author] 5 Nov @ 9:38pm 
Unfortunately your chatbot is wrong on almost all fronts. The AM.Events warnings (not errors) are expected and harmless.

The GUI clip pushing error is an indication that some UI is broken, but it doesn't mean that it was cause by 'a UI mod', it could because caused by absolutely anything. For example, if a mod sets a pawn's name to null then you open any vanilla UI, you will get an exception like that as the UI breaks.

The actual crash is caused not by the UI but rather the UI catching an exception and, when trying to print the stack trace, the stack trace itself fails to be walked. This is normally caused by seriously ♥♥♥♥♥♥ IL code such as a broken transport patch.

I'm not going to tell you that the crash definitely wasn't caused by this mod, but it likely wasn't. If you can send full logs (both player.log and the crash dump) rather than the chatbot log, I can look into it more.
Goobs 5 Nov @ 6:52pm 
However much weight you want to put into a Gemini Pro diagnosis; all I can say is disabling this mod is what finally resolved a long-running crash issue I was having.

https://pastebin.com/AivbV5hP

The crash is almost certainly caused by a mod that adds or modifies an inspect tab.

Evidence 1 (Previous Log): The AM.Events errors (from a mod creating sounds, gore, etc.) were happening repeatedly.

Evidence 2 (Previous Log): The GUI Error: You are pushing more GUIClips than you are popping error shows a UI mod is already "leaking" and unstable.

Evidence 3 (Stack Trace): The crash happened inside Verse.InspectTabBase (the code for inspect tabs).
BastardBlade 29 Oct @ 3:14am 
I hate to ask but can you add compatibility to ↁ Elves (Continued) Mod when you get the chance, there's a TON of melee weapons in that mod.
HelkaRoss 26 Oct @ 1:28pm 
Bro, animations is good, but lasso is absolutely broke this game. also stunlock finishers too.
DrakonDawn 24 Oct @ 6:25am 
There seems to be some odd behaviour with Vanilla Vehicles Expanded.
If an enemy pawn lassos a vehicle that is a caravan, it will be deleted and act as if the caravan has been lost.
To anyone who is using Vehicles, you can set the "max pawn size" below 3 in the lasso settings to prevent your multi-ton vehicles from being lassoed.
CroniX 22 Oct @ 2:48pm 
Are duels against the enemy implemented?
vexxn0va 22 Oct @ 11:40am 
Why do duels never happen against the enemy? I would guess technical issues but I havent seen anyone really talk about it much.
Paolini 18 Oct @ 11:56am 
Ohhh this is really awesome, was getting so sick of the forced Swaying yayo gave to everyone
Pika 15 Oct @ 1:13pm 
I've had the same issue as SSS-class Warlock.
Let me see if I can get back to you some logs for that.
SSS-class Warlock 15 Oct @ 6:30am 
Sorry, I can't be bothered. I was just complaining, sorry for wasting your time
Epicguru  [author] 15 Oct @ 5:47am 
You'll need to send a log if you want me to investigate.
SSS-class Warlock 15 Oct @ 4:51am 
I find that my game gets really laggy when there are any friendly duels between my pawns happening, and changing the number of cores used made no difference
LordJaeger 12 Oct @ 2:50am 
Can we duel with the enemy?
Surasu Undying 6 Oct @ 3:00am 
I would like to thank you for making this mod, since you released it it has become a must for any modpack i try!
batatafritada 4 Oct @ 4:21pm 
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batatafritada 4 Oct @ 4:14pm 
yeah, Scale, it is
Scale-C4 27 Sep @ 8:10pm 
is this compatible with vanilla combat extended by chance?
BoxFox 27 Sep @ 4:48am 
Would making weapons from Medieval Overhaul compatible be possible?
Vlad Draculea 21 Sep @ 9:18pm 
arms galore - medieval support pls
Roque the Rogue 21 Sep @ 1:10pm 
Do duels even happen in the latest version? I never see it, only executions.
Tenebris 21 Sep @ 10:44am 
@Husker_85 That’s absolutely cinematic.
hoteldoor538 19 Sep @ 1:23pm 
is there a way to reduce the knockout from 2 hours to something lower?
Epicguru  [author] 17 Sep @ 1:01pm 
Dope!
Husker_85 17 Sep @ 7:25am 
One of my melee pawns ended up in a 1 vs 1 with the boarskin leader of the enemy raid. He was unarmed, so I thought she would be ok, but the boarskin somehow managed to down her with his bare hands. He immediately picked her up and started walking off with her. My ranged pawns started spitting lead at him, but he just wouldn't go down. Then her girlfriend comes barreling in out of nowhere in full plate with a persona plasmasword. She quickly caught up to the boarskin and in a shocking display of ferocity, seperated his head from his shoulders before picking her girlfriend up off the ground and declaring "This ass is mine!"

Epic mod 11/10. How are more people not talking about this?
Epicguru  [author] 14 Sep @ 5:20am 
You need to post the full log in the Bugs channel to get support.
KeiwaM 14 Sep @ 4:54am 
I seem to get a lot of errors with this mod.

System.NullReferenceException: Object reference not set to an instance of an object
[Ref 995EF44D] Duplicate stacktrace, see ref for original
Deprinced 14 Sep @ 3:13am 
Cant seem to find Scarlet Edge
bean boy 12 Sep @ 9:34am 
I found no options or settings in the ingame menu for lassoing through or around obstacles. Right now, it seems my only choice is to turn it off. I really want to keep it enabled.

I like the lasso feature, i think its fun to lasso retreating enemies, and it provides a challenge when enemies lasso my melee pawns out of doorways/chokepoints. however, it is incredibly frustrating that enemy pawns can also lasso my shooters from behind a wall that is not normally able to be walked through.
Epicguru  [author] 12 Sep @ 8:00am 
There are options to adjust that behavior.