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Didn't want it to be OP, and wanted to give it a sort of side-grade purpose, if I remember right.
I'm taking a long break from Kenshi modding right now. Not taking any requests. But feel free to go ahead and taking some of those ideas and firing up Blender and making them in my absence :-)
Btw Voshka you can do all that stuff in fcs. There is information on the forums. If you can't figure it out start a thread in the modding section asking for help and I will keep an eye out for it to explain how. Or you can just add me if you want.
Hey, so you seem to be really good at making a weapon mod that is great looking with a custom texture modole and is still craftable..
I have a texture from a mod and I would 1. Like to make a longer two handed version, and 2, make it craftable in the normal weapon grades. currently it is only found as loot on a single enemy and has a custom grade.
I sent a friend request and I was hoping you could help me with it as I can toy around in the FCS with numbers, but making something craftable and researchable by blueprint is something different.
Ahh, it was from you. Sorry I ignored it, cuz I didn't think I knew of you.
Go ahead and resend it.
I don't know if I could modify this one enough to make it feel unique enough. I may take a stab at it sometime and see what I get though.
Also, thank you, and I'm glad you've been enjoying my mods :)
While I haven't played with the Tonbo yet(TM) I love your war hammer mod, and the magi yari is great, so at this point I'm pretty convinced you have some great ideas..
But what would differentiate the two weapons enough to call it a heavy weapon? weight? reach? damage?
Maybe have some special +damage to something? Perhaps the normal weapon could have vs small animals and the heavy version against large animals?
Or perhaps make a seperate weapon called a Heavy Tonbo Axe, with possibly major modifications to the existing model, and putting it in the Heavy Weapons category, while maintaining this one in the Polearms category.
Any thoughts or feedback would be much appreciated.
I do some modding myself, but nothing like texture, mapping, or anything like that, just fiddling with numbers, trying to attain the balance I want.
I also don't post most of my mods :)
You sure do like to suggest things.
You should consider becoming a modder yourself.
Thank you for the appreciation.
@Tarsis
My only polearm training irl was with a Jo, and it was only the basics, but I got some ideas nonetheless. Pole arms are the weapon type that the default combat animations feel the worst with, so they sure could use some love. :)
In that case
Polearms
-Overhead spin to overhead slash.
-Whirlwind
-Stand the polearm butt first on the ground using it as leverage to launch a kick. (not technically a polearm attack, but still)
Stab/poke
Underhand swing (See previous explanation)
Also on an unrelated note your update to the war hammer fixed it :) thanks
First I am focusing on Polearms, as they are my favorite.
I already got 1 animation, but I got some other stuff to take care of, before I work on taking a try at it again, as I was having export issues, and asked the devs to release an export tutorial, and they have.
If you are going for new animations
Sabers:
-Stab
-Underhand swing, like a combo from a overhead swing (Overhead swing, then turn your hand making the blade face upwards and swing back up)
Martial arts:
-Leg sweep
-Bicycle kick
No idea if any of these are possible, or feasible.. but I figured I could give you ideas :)
Ya, I suppose it is getting a bit large.
I want to make 2-3 more weapons before I mod pack it.
For my next project I am going to try and make some new combat animations. Depending on how many I want to make for each weapon type, it may take some time, but should be pretty neat :)
Reach of 28. Same as a Naginata.