Kenshi
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Great Animations -G. Rebalance-
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8 Oct, 2023 @ 9:30am
20 May @ 5:26am
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Great Animations -G. Rebalance-

Description
A readjustment of the many combat techniques from Бепантен's Great Animations Mod, made for best compatibility with 3x attack slots.

Various techniques have been reallocated to different weapons to better reflect the weight of strikes, distinguishing combat styles between weapons, and with new animations' frequency reduced to better mesh with vanilla combat.

Attack moves are learned at a steady pace, where it will feel like developing something new every few levels. This means some attacks are learned slightly earlier or later than the base mod.

Some techniques have been sped up or slowed down to feel more natural, and longer animations reduced in frequency. The unarmed attacks with especially long windups have been removed entirely. Kenshi is a brutal and inelegant combat system, and that kind of thing can get you killed when more than one opponent is targeting you.

Weapon combat syles
Katanas
The lightest weapons available, favoring straight cuts and fleetfooted movements
- Most jump moves and quick combos available.

Sabres
Curved blades for fluid and defensive motions
- Reserved most twirling attacks for this type, for a distinctive look.
- Removed most jump attacks, for a grounded style.

Hackers
Brutal blades that leave deep gouges or dismember opponents
- Removed any delicate slices and focused on heavy, chopping attacks.
- No more spinning.

Blunt
Simple, heavy, bludgeoning weapons without finesse
- Removed most attacks that appear to slice or spin at the enemy.
- Adopted a heftier moveset.

Polearms
Two-handed focus with a few unique moves
- For even better variety, I highly recommend GROUNDED Animations

Heavy Weapons
Big slabs of metal used to overwhelm an opponent with brute force; quite heavy
- No more spinning or one-handed attacks.

Martial Arts
A long and complex path most warriors could never master
- Slower moves increased to a more natural, fluid speed.
- Attack animations with a long windup removed. These are the ones that get you slapped around in 3x attack slots or higher.
15 Comments
J'mhal 10 Jun @ 6:21am 
"fancy moves never connect, silly."
Gevurah  [author] 10 Jun @ 12:29am 
The one where a fighter spins around and quickly sweeps outward with one hand? I like it perfectly fine, but most heavy weapons are very large and heavy objects, which could injure your wrist trying to move with only one hand. In cases like that, the attack has been moved to the (relatively lighter) hacker class.
Пулемётчики 9 Jun @ 11:42pm 
Why don't you like twisted attacks with heavy weapons? For example, falling sun?
The attack he starts performing while holding the blade in his right hand, after which he begins to make a sharp turn to the right around his axis.
ゼロ 17 Mar @ 10:12am 
Ok, thank you very much. I don't know how to use FCS, but I suppose the numbers are due to the weapon, but they aren't always that high. Thanks again for the mod.
Gevurah  [author] 28 Feb @ 3:49am 
This mod doesn't alter the damage of any animations. If you wanted to customize them in FCS, you can open the attack skills and find the "hits" section. "Power" alters the damage of an attack and has a description of that in the FCS itself.

FYI, you are doing so much damage because you sought out the most powerful weapon in the game.
ゼロ 27 Feb @ 10:29pm 
it's a good mod, it fixes bugs from the original mod at least that helped me, I just wanted to know if the mod affects weapon damage now the animations are slower but I see that with heavy weapons they do brutal damage. I hope it doesn't modify the real damage or if so could you tell me how to reduce the damage to something more natural. ps: my team is wearing Falling Sun grade 2 with attack 50 and I see that it does 200-300 damage.
Gevurah  [author] 11 Feb @ 11:00pm 
There are multiple animations such as that in Great Animations. Can you be more specific?
Laughing Forest 11 Feb @ 9:43am 
Do you happen to know which animation has the leap into the air and strike down ?
Gevurah  [author] 2 Sep, 2024 @ 12:45am 
Yes, the Rebalance is dependent on the base mod (see sidebar), so you'll want to load this underneath it. For best results, see the example below:

[any modded races]
- - -
Great Animations
GA -G. Rebalance- (this mod)
- - -
[modded race compatibility patches]
SuripuWakeru 1 Sep, 2024 @ 7:48pm 
What is the loading order to use this? Do I need to have the great animation mod and this one activated together?