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I made a simple and modified version animation used your "@sa spin" animation, would you mind me to publish the simple mod on steam workshop?
That's awesome!
amazing mod btw
It's no problems to use with other combat animation mods. But, this mod is too fast animation and high damages to use with others. So, use with mods speed and damage for adjusting. Finally, I'll remake this mod after my another mod "Power Up Battle Motions" will be done. Thanks for using this mod.
@dranoque
Thanks for your opinions. Recently, I think I must remake all motions again. At the time, I've wanted to use Martial Arts with weapons. But, switching animations is only battle ranges. Long range motions have many problems like "dranoque" said.
It'll take more more time, but I'm going to try to make again all. PUBBS is more dynamic. Not real, but not fantasy like JRPG.
My Heavy Weapons Specialist with better weapon/equipment and ~95 in All stats, gets outdone by a Katana Wielder with around 70-75 in all Stats.
I wish i knew how to modify the damage numbers and remove some animations to balance this out, because it's a shame i can't use this, it breaks the game too much even with the Speed/damage nerf mods.
But, you can cut katana damages by wearing heavy armors easily.
@manumk.097
I've tried to boss animations, but it's very difficult. Not impossible, I must change the common animation file, and it'll cause some problems.
This mod has some of the best animations and rewarding leveling I have tried, amazing job.
One question: is it posible to add the boss animations (moll 999, tinfist 999) so one races uses all of them?
似乎这个mod与其他动作mod不兼容
No worries about the list, I learned all the animations names.
I did testing by upping chance to 999, attack distance to 999 then I change values to my preference. I have bigger respect now for this mod since I know you did a lot of testing and balancing for so many moves! And everything is properly valued and tagged. I just changed which moves had priority on certain distance, and some animation speed mult, but overall I agree with your balancing.
I hope to see your new vision for FightingGame-like animations one day!
Thanks for your subscribing and sorry for responding late. I still don't wanna give up special motions for uniques without replacing races.
I can make the list, but it takes much time. And, I may remake some motions, especially heavy weapon. Because I made another concept animation mod. I wanna make this mod animations more dynamic like Fighting Game.
Will you continue plans for unique NPC animation (999 Catlon, 999 Bugmaster)?
Finally, do you have list of animation for FCS? If no, it's okay. I wanted to assign new weapon level for animations.
Thanks!
please use this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2246962386
And, set the mod position to the top before you start game.
The error happens when you set mods number wrong.
Did you set the patch mod top?
Or, your Kenshi version is the experimental?
this mod no more includes patches.
please use this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2246962386
"07 ma 065- ma shunpo left/right" are.
It's not attack. I wanted to set them as to approach quickly. But, it's not good moving I think...
I don't satisfied with some animations, so I'll replace them someday.
I don't have the idea to add to voltex by myself, because to upload mods isn't easier than to do steam.
Sorry.
Thanks for your reply. Better late then never ^^
And I wish you a powerful inspiration for improving the mod.
Looking forward to it.
Cheers
Thanks for your subscribing and opinion.
And, sorry for reply toooooooooo late.
Realistic animations are very sober at a game. For example, the master of martial arts motions are all too rapid and can't perceive. In game, the fact will be much awesome.
So, for players looking at battles, it's needed exaggerated or dynamic gestures, I think. Also, others has made realistic animations, so I decided to make not bound "it" and showy. I'm still not satisfied with Heavy Weapon and martial arts, so someday I'll remake them, maybe.
>>Zr
First, please check your race mods are supported by my patch.
- I wish there were no attacks with flips (not realistic) . When many npc have enough skill and use sabre for example, they start jumping like crazy. Looks not cool.
- Hackers animations are very nice. Heavy animations do not feel like effective moves, unfortunately..
I7m sorry for responding too late, and thanks for your subscribe and advice.
I recommend vanilla attack slots, but if you want comfortable playing with multi slots, please use this mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2355823132 ). Toughness gives you win.
need not to import.
Thank you!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2414438426
Btw, don't you want to make 'balanced with speed' mod? I mean speed animation of original mod and vanilla damage.
Original mod feels like katanas and sabres OP because of damage modifiers, but balanced variation looks slow because of vanilla speeds.
It seems like the best of the both worlds :) I've already done in locally, but it would be nice to have a legit steam mod from you.
I really don't know what is the problem, but I can guess that multi attack slots work good.
Multi attack slots makes large squad win easy against small squad.
Violence by large numbers don't need individual high skills.
Numbers is justice.
So, it's difficult to win with playing solo.
Also, hackers, heavy weapons and blunts are strong weapon, so I set their motions not so fast.
Against that, katana, sabers and pole arms has mainly slash and are weaker weapons, so I set their motions can start and end quickly.
In result, you feel strong weapons can't attack and last to block long time.
I finally recommend vanilla attack slots.
Really like it and your balanced submod!
But there is a problem: when using x2 attack slots my character(playing solo) spends too much time in blocking animation(not stun, 'cos I'm using another your great mod :) ).
It's especially disturbs when using hackers/heavy weapons.
Is there any way to deal with it?
I'm glad you enjoy my mod. The anim name is "@ha mekuri".
Really I wanted is what the target never tracks and turns. But, it's difficult in Kenshi system...
Great animation pack!
Could you please give me the name of hacker animation:
Character starts to slowly move in half circle back to back with target and then performs one broad horizontal swing from left to right.
Seems to be one of mid-level animations, not sure which one exactly.