Kenshi
Flying sword
51 Comments
Wistful_Dream 28 Feb, 2021 @ 1:12pm 
Just wanted to say thank you for improving one of my favorite games.
Without mod creators like you, I'd have much less fun playing these games.
Thank you!
Youtubbs 12 Sep, 2020 @ 12:03pm 
Does this mod base the damage done with the weapon's skill value or the martial arts skill value?
Aviticus Dragon 23 Jan, 2019 @ 3:13pm 
Would be cool if someone made a mod that made MA super powerful sending enemies flying through the air onto their backs.
Woullak  [author] 4 Jun, 2018 @ 4:00am 
no, all categories of weapons have their martial arts movements. I put the movement that (in my opinion) corespondes the best with each type of weapon (example: headbutt with heavy weapon and kick jumped with katana), there is another mod that freedom all the movements with all the weapons here, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1382695061&searchtext=
both are not compatible, if you want to test ;)
KnightUther 4 Jun, 2018 @ 3:44am 
do i need a 1 handed sword for this to work
Woullak  [author] 4 Jun, 2018 @ 3:20am 
not understand the question (google translation, sorry ^^)
KnightUther 3 Jun, 2018 @ 3:59pm 
so i need 1H wep for this to work
Woullak  [author] 12 May, 2018 @ 3:33pm 
No, I can not. Martial art animations are not intended to be performed with a weapon, which gives this flying blade appearance. I do not have the tools to correct that, sorry ;)
Immaluckez 12 May, 2018 @ 7:49am 
Are u going to improve the animation ?
BLKCandy 8 May, 2018 @ 5:50pm 
TBH, the headbutt animation was kinda bad. But thanks for the tips.

Also try using other weapon moves, katana two hit combo on a fragmented axe is nasty. Got to increase the simultaneous hit though.
Woullak  [author] 8 May, 2018 @ 9:57am 
for me it works, you have to reactivate it, bind it to an arm (right arm for example), and bind it to the wear of this arm ;)
BLKCandy 8 May, 2018 @ 9:53am 
Mine also didn't work. Probably why it was disabled in vanilla. I already removed it.
Woullak  [author] 8 May, 2018 @ 8:46am 
yes, that's what I did in the last update. martial arts chance divided by two and techinque with the sword multiplied by two. I could not do it as I had not thought about duplicating the techniques ^^

I had trouble making the headbutt effective, it did not do any damage. does it work well for you?
BLKCandy 8 May, 2018 @ 8:24am 
So... I just checked the mod myself. It turns out there is chance multiplier function in the combat techniques. You could increaces the chance of moves you want it to use more often, or decrease the chance of what you don't want them to use.

You could double, or triple the chance modifier of the move you want them to use more often. Maybe increase the heavy swing chance. Or reduces all martial arts move chance.

I already made my own mod, unlocking all weapon moves for all weapon, but only unlock low kick and headbutt for armed combat.
Woullak  [author] 8 May, 2018 @ 5:52am 
update: decreased frequency of martial arts attacks. adding headbutt to heavy wepons saber and blunt from level 1 to level 70. consult the sheet to know the other levels and techniques.
Thanks to BLKCandy for these ideas ;)
BLKCandy 8 May, 2018 @ 3:45am 
And thank YOU for the great mod. ^_^
Woullak  [author] 8 May, 2018 @ 3:43am 
It's a good idea! I did not think about making movement copies ... I'll be able to do all that again! new version in a while, the time to do the tests. thank you ;)
BLKCandy 8 May, 2018 @ 3:26am 
Hmm... If there is no option to adjust the chance of using each move, how about making duplicates of weapon moves? Like: copying "heavy swing" and make "heavy swing dup" which is pretty much the same attack but in a new animation ID, thus double the chance of using the move.
Woullak  [author] 8 May, 2018 @ 2:16am 
hello and thank you;) yes I know for the animations, it's because of that that I name the mod ^^.

I noticed the problem of heavy weapons. I can not change the frequency of these movements, they are related to martial arts skills and changing one would change the other. I have several solutions but none seems good. I can redo a mod that increases the level required for these moves but it will break the martial arts skills.
the other solution would be to remove these movements ... (sorry for my english ^^)
BLKCandy 7 May, 2018 @ 6:13pm 
Nice mod. There are animation glitches with weapon flying out of hand in many moves, but otherwise the mod is great. It really adds a lot of flavor to combat.

My expert seems to like his feet and fists more than his heavy weapon though. Could you tone it down a bit?
Woullak  [author] 5 May, 2018 @ 3:55pm 
yes, it must work ^^
Vocal Tune 5 May, 2018 @ 3:50pm 
I'm just hoping it will work without me having to do new game but I'm gonna find out personally anyways.
Woullak  [author] 5 May, 2018 @ 3:26am 
update: adding HEADBUTT to the type: blunt, heavy wepons and saber.
Woullak  [author] 5 May, 2018 @ 3:16am 
sorry, i don't understand your question... i use google trad ;)
Vocal Tune 4 May, 2018 @ 8:56pm 
Giving this a shot after work. Hopefully it will still work with loaded game files?
ImJustJun 24 Apr, 2018 @ 8:56am 
I believe it was Heavy. Fragment Axe specifically. Maybe other weapons, but that's the one I noticed the most since that was my main character.
Woullak  [author] 24 Apr, 2018 @ 7:58am 
yes, it is possible that there is a small conflict. with what category of weapon (katana, heavy, ...) did you see this? and thank you for the return! ;)
ImJustJun 24 Apr, 2018 @ 7:42am 
Makes sense, but the weapon skill (affinity? I can't remember the name right now) was maxed at 100 as well, so technically that bandit should have been done for. It might just be a bug with adding martial arts movements to weapons.

Not too much of a problem considering that bandit's head was later split wide open. Just thought I'd point it out.
Woullak  [author] 24 Apr, 2018 @ 7:08am 
Thank you. the martial arts movement (with the katana for example) depends on the skill of the weapon, they accumulate with the damage of the weapons and are not afect by the Martial Art skill. (I do not know if I'm clear, google trad ^^)
ImJustJun 24 Apr, 2018 @ 6:52am 
I noticed that when you have characters with high martial arts and high melee atk/def, they often do the jumping types of kicks when fighting with a weapon and sometimes that kills a Samurai in one hit, or it completely misses a starving bandit or something.

Otherwise it's a cool mod.
Woullak  [author] 19 Apr, 2018 @ 4:45am 
the dev see all the mod that kinds. if they have not done so, it is because they are not interested in it, or that they are preparing something better ;)
Say Oh Yeah.....!!!! 19 Apr, 2018 @ 4:09am 
you should donate them to dev
Woullak  [author] 18 Apr, 2018 @ 1:45am 
thank you guys! ;)
The Raptor Factor 17 Apr, 2018 @ 9:04pm 
Easily has my vote for most creative mod. Well done.
TallestDavid 17 Apr, 2018 @ 7:23pm 
sweet. wnated more kung fu in weapons :D
Tadwei 17 Apr, 2018 @ 2:29pm 
I have most of the mods that would make it impossibe solo. There are still tricks you can learn to get through.
Woullak  [author] 17 Apr, 2018 @ 9:45am 
it should work, the mod is based on combat style (katana, hackers, ext ...) and not on weapons. you will need a skille 35-45 to unlock katana shots ;)
sabreking 17 Apr, 2018 @ 9:07am 
Does it work with modded weapons as well? i have made a few new variants of ninja blade,, havent seen the moves with these weapons yet,, still testing..
JLC 14 Apr, 2018 @ 2:40pm 
Well do you have another mod that might make it like freaking impossible to solo? Like if you have stronger combat on then well shiiii, you bought to get you arse wooped immediately. Even some mods add more realistic aspects to combat so if you get hit by like 2 swords ore even 3, well you bought to stumble!
Tadwei 14 Apr, 2018 @ 1:24pm 
I did attack slots 5, Skeleton with 126 str, 100 kat. Outnumbered by Free Traders. Wiped 7 before numbers overwhelmed me.
Woullak  [author] 14 Apr, 2018 @ 8:38am 
I did my tests with attack slot x5, it's very complicated but it's like that I like ^^
JLC 14 Apr, 2018 @ 8:27am 
Done some testing myself and everything seems well, group combat especially is interesting. It only makes a difference when you are outnumbered (but I am also using attack slot x2 so that makes a big difference as well XD). It was cool t see my main character go for a leg kick and have one of my companions slice the dudes back open. I mean idk why but my one character is OP AS WELL even though he only has mid ranged stats (like 40-50) but that might be because of some mod XD
Woullak  [author] 14 Apr, 2018 @ 8:20am 
I did some tests and I did not see any big difference (I was broken by dust bandits but their leader was a Juggernaut, he made the difference ^^)
Woullak  [author] 14 Apr, 2018 @ 5:40am 
it's boring, the desert saber does not use slow movements. I'll look at it more closely ;)
CloudsInTheSky 14 Apr, 2018 @ 5:26am 
I use a desert saber for now. Yeah, I think there is a bit of discrepancy between the moves that allows the enemy to punch some extra hits before I can block them.
Woullak  [author] 14 Apr, 2018 @ 5:21am 
what is your weapon?
Woullak  [author] 14 Apr, 2018 @ 5:20am 
I hesitated to remove slow movements (kicklow, double punch, etc ...) but with characters DEX STRENGTH, they touch several opponents and works very well. if necessary I can test to remove them.
CloudsInTheSky 14 Apr, 2018 @ 5:08am 
While I love how this mod Kicks Asss, I did notice that it sacrifices defense a lot. I got in a situation where I got defeated by a group of bandits that I could usually exterminate with ease. I only use one main character and I have light armor.
Woullak  [author] 14 Apr, 2018 @ 1:01am 
no, it is assimilate to the style of swords. you have to be disarmed for the martial arts skill
CloudsInTheSky 13 Apr, 2018 @ 3:18pm 
Is it based on martial arts level as well?