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[RH2] Hand-To-Hand

[img]https://i.imgur.com/ZMdTqjz.png[/img] Perform Hand-To-Hand abilities to have an advantage over your opponent in melee combat. [img]https://i.imgur.com/sxjduP2.png[/img] - 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 [b]- NPCs can use these moves against you as well[/b] [b]Warning:[/b] 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. [img]https://i.imgur.com/n2Hx7x5.png[/img] [img]https://i.imgur.com/UQ6RX4k.png[/img] [img]https://i.imgur.com/E1fWCxH.png[/img] [img]https://i.imgur.com/YNdgtPe.png[/img] [img]https://i.imgur.com/OTPPbAi.png[/img] [img]https://i.imgur.com/DTCIylG.png[/img] - 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. [b]Note:[/b] Disabling autocast or abilities (not hiding, disabling) will disable them for both you and NPCs. Demonstration: [img]https://i.imgur.com/ISQE9SO.gif[/img] [b]Note:[/b] Pawn had 20 melee skill for testing purposes. [img]https://i.imgur.com/ehwXsmE.png[/img] - 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. [hr] Please consider to: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2Fchickenplucker][img]https://i.imgur.com/d6Vx7Sj.png[/img][/url][ko-fi.com] To fund my Dojo and teach youngsters (such as yourself) to defend themselves from rich people and teenage girls! [img]https://i.imgur.com/x7FneUb.png[/img] [hr] [b]Credits to:[/b] 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