RimWorld

RimWorld

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[CP] DOOM - Glory Kill (JecsTools)
   
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Mod, 1.1, 1.2
File Size
Posted
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10.642 MB
11 Apr, 2020 @ 6:47pm
23 Oct, 2020 @ 5:03am
2 Change Notes ( view )

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[CP] DOOM - Glory Kill (JecsTools)

Description
Rip and tear until it is done.

Non-standalone version that works with other ability mods I.E. Rim of Magic and Star Wars: Force Abilities

Now using JecsTools as a dependency, this should make the mod more compatible with other mods that also use JecsTools ability systems.

Mod summary:
Tear your opponents limb from limb once your pawn reaches 12 melee skill. RIP AND TEAR!
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Takedown mods patched with JecsTools:

Metal Gear Solid - CQC Takedown Mod (Non-Lethal)

DOOM - Glory Kill Takedown Mod (Lethal)

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NOTE: Pawns need to be at least 12 melee to perform a glory kill takedown.

WARNING:
- Careful not to accidentally use it on your own colonist or you will have a rip and torn colonist.
- Mod is highly unbalanced. This mod has no chance of being polished in terms of balancing because of coding limitations.
- Using the ability towards allies will cause zero reactions from them, another coding limitation issue that may be left unfixed.

If you're using this version mid-save, do NOT switch between the standalone version and this JT version. THEY WILL CONFLICT AND CAUSE ISSUES WITH YOUR SAVE.
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I'd like to take this opportunity to thank "An Archie" for fixing these two takedown mods that have been abandoned by the original coder, to make sure it works with other wonderful mods so you can all stay tacticool for future versions to come.

If you prefer the standalone versions, links are here:
CQC Standalone
https://steamproxy.net/sharedfiles/filedetails/?id=1624550064

Glory Kill Standalone
https://steamproxy.net/sharedfiles/filedetails/?id=1860589645

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Credits to:
Archie - JecsTools patch, he's fixed this mod to work with other mods that use abilities. Thanks Archie!
LimeTreeSnake - 1.1 update, this mod will not be available for 1.1 without his help!
dninemfive - C# coding
Jecrell - C# coding for this and CQC Takedown, without which these series won't exist
8 Comments
Chicken Plucker  [author] 24 Jul, 2021 @ 8:39pm 
1.3 update:

New version of takedown abilities added here:
https://steamproxy.net/sharedfiles/filedetails/?id=2556532381

Lots of improvements, no more mod conflicts with JecsTools or a need for JecsTools. Special thanks to Taranchuk and ya boi Hideo Kojimbo
Malenia 16 Apr, 2021 @ 5:59am 
The real question is WHY WOULD YOU want to balance this?
An Author 6 Jun, 2020 @ 11:44pm 
So here is a way to balance this that requires no modifications of game files. You simply perform a manual skill check. In combat, each time you pause the game, roll a die. You can do this easily online. I use 1-20 with CQC and 1-40 with Rip And Tear. For CQC, I need to get a 19 in order to cast the take down. With Rip And Tear, I need to get a 39.

I also only do Rip And Tear when a pawn has at least 15 melee .

This is extremely entertaining, and imo, it balances it quite well.

This is kind of like cheating at solitaire, so if you sit there rolling over and over to get the # you want, that's on you.
Laugher 16 Apr, 2020 @ 8:55am 
Rip and tear until there's nothing left, dood.
An Author 11 Apr, 2020 @ 9:25pm 
Awesome, thanks. One way to balance this is to use the Scheduled Events mod (when it gets updated) to schedule frequent raids. Or just use the dev console to trigger a raid every x days.
ZeGuardsmen 11 Apr, 2020 @ 9:20pm 
@Chicken Plucker nice, now i can tell that Vaulenteer marine (forced captured prisoner who i harvested his kidney) ILL RIP YOUR HEAD OFF AND SHIT DOWN YOUR THROAT MARINE!!!
Chicken Plucker  [author] 11 Apr, 2020 @ 9:18pm 
@Angry Marine - This mod only needs Jecs Tools to work my friend, you can create the USMC and rip people up if you want, it'll work with other mods too
ZeGuardsmen 11 Apr, 2020 @ 9:12pm 
@Chicken Plucker does having this and the other 2 takedown mods require me to have DOOM/MSG mods or can i use them with other CP modes like the marines, brits, etc.?