Kenshi
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GROUNDED 2: Combat Animations
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11.626 MB
15 Jul, 2024 @ 12:13am
22 Jun @ 6:48pm
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GROUNDED 2: Combat Animations

Description
Adds +75 GROUNDED attack animations to Kenshi.

Description

The successor to my previous mod, this mod adds some (mostly) no nonsense combat animations to the world of Kenshi!

I have tried to create and balance the animations according to their in-game descriptions or how they would be used practically.

Ex. Sabres are defensive weapons perfect for the fledgling swordsman. Attacks are straightforward and easy to learn.

Ex. If dogs are man's best friend, than the spear would be man's best weapon. With a flurry of thrusts, polearms are simple yet effective tools of combat.

Ex. The ridiculous size and weight of heavy weapons are most effective when used against crowds. Masters are to be respected and feared.


This mod also adds + 13 stumble animations to add some variety in battles.
New block animations have been added to weapons that needed them.
Side dodge animations have been added to help martial artists.

Additions
Animations are progressively unlocked from skill levels 0-45.

Katana: + 10 animations

Sabres: + 10 animations

Hackers: + 10 animations

Polearms: + 10 animations

Blunt: + 10 animations

Heavy Weapons: + 10 animations

Martial Arts: + 15 animations


Stumbles: + 13 animations (11 front low dmg, 1 front high dmg, 1 back low damage)

Blocks: New blocks for blunt and polearm.
* Less dramatized left and right blocks for bladed weapons.
* Thrust block unchanged for all weapons.
* (Blocks were made in accordance to the standard guard stance of weapons.)


Dodges: + 4 side dodges to help martial artists in combat.

Notes

This mod should play nicely with other combat animation mods.

You're free to incorporate my mod into your own mods with credit of course :)

I uploaded a compendium video for those of you who want to edit stats. I highly encourage those who want to edit the values or enable/disable animations to create a patch and customize it as you see fit :)

Mod to remove the stumbles: Grounded 2: Remove Blowbacks

My previous mod: GROUNDED: Basic Attack Animations

Patches

Modded races need a patch in order to play animations correctly. If you don't have a patch installed, things like characters doing damage while seemingly doing no animations will happen. Please see below for known patches (according to my knowledge).

This is the best patch I know that includes my mod. Please give the author a like for making it!
MEGA All-In-One Compatibility Pack

I will not be updating this patch anymore but you are free to use it if you want, though I highly recommend you use the above patch.
This is a patch I made so I could play with the MEGA Kaizo/UWE+ Modpack.
GROUNDED 2: Patches (read above)
143 Comments
TaxEvader 18 hours ago 
none of the attack animations work for me. they just stand there while doing damage
Dig  [author] 25 Jul @ 8:18pm 
@Laughing Forest waht is your character's attack speed? i've tried to frame the attack animations to be around 100% speed at around 0.85x attack speed. I can upload the game start i use for testing if u need it

@Asur hmm, i've never encountered that issue in my current playthrough (or i probably just havent noticed) but i will include that change in the next small update. thank you for the report, helps a ton :) :lunar2019smilingpig::lunar2019smilingpig::lunar2019smilingpig::lunar2019smilingpig:
Asur 23 Jul @ 12:17pm 
Hi. Check the animation "GROUNDED_Heavy Attack2". It may be incorrectly configured in FCS. The animation often does not play its second part with the second hit, and the game often does not register the hits of the first part of the animation (opponents often do not even begin to block it).

It may be due to the parameter anim stop frame 1, its value 32 is less than the value 33 of anim blocked frame 1. I do not create animations, but it seems to me that this value should be greater than that of anim block frame 1.
I set it to frame 37, and the animation in 99% of cases began to work correctly, registering damage and conducting the 2nd part of the animation.

I can send you a video if needed.
Laughing Forest 23 Jul @ 2:30am 
Hey Dig - sometimes the Heavy Weapon attacks are like the NPC is swinging the weapon under water slow-mo … that a skill issue affecting swing speed? Or what do you think?
Bunta Fujiwara (Owl) 11 Jul @ 6:21am 
Seems to be a load order issue. Had to put my race above the MEGA all in one compatibility pack. Great mod otherwise thank you.
Bunta Fujiwara (Owl) 11 Jul @ 6:19am 
Every time I enable this mod my character disappears. I use the 'Struggler' race.
Sullis 27 Jun @ 12:44pm 
The blowback animation feels like it just needs its length reduced by 50-60%, love everything else
Gouda 25 Jun @ 1:47am 
You should post that in their suggestions tab, that's a really good idea
Dig  [author] 20 Jun @ 5:58pm 
hopefully Kenshi 2 allows combat animators to "tag" their animations so that they have more control over what animations play in specific circumstances

ex. an "outnumbered" tag so combatants that meet this criteria are more likely to use winding/spinning attacks to keep enemies at bay as well as prioritise footwork and positioning to keep from being surrounded
perfect_Prefect 20 Jun @ 3:58pm 
The animations look good and the author clearly put in some effort. But. Changing animations can actually impact the balance between weapon types. Adding for example a thrusting animation to polearms reduces their crowd control potential, as stabs typically hit only one target compared to the default sweeping attacks.
Unfortunately, many (if not all, idk) combat animation mods do not take this into account, focusing specifically on the spectacularity of animation. So I prefer to leave it as default. Although for blades separately, for example, I wouldn’t mind slightly reducing the swing.