Kenshi
568 ratings
GROUNDED 2: Combat Animations
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11.626 MB
15 Jul, 2024 @ 12:13am
22 Jun @ 6:48pm
8 Change Notes ( view )

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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)
140 Comments
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.
vesupipl 4 Jul @ 1:13am 
Love this mod:cure:, the moveset feels very real yet very usable at the same time. The heavy attack 3 in particular is awesome, I love how the heavy weapon is used like how a zweihander should.

Also just a humble advice/request:Hire: : Please add some animation that plays at long distance since the only vanilla animation that plays when the enemy is far is the heavy cut, which feels pretty boring. If the character has high skills and stumbles his enemies easily, it's highly possible that he only uses the heavy cuts as he stumbles the enemy in front of him and turn back to fight others at a further distance, and just keep on spamming the heavy cuts.
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.
Dig  [author] 20 Jun @ 1:38pm 
yes
Whitefanggamer 18 Jun @ 7:44am 
Are you able to use Grounded 1 alongside Grounded 2 animations?
Dig  [author] 15 Jun @ 11:02am 
@Tris70 Thank you! Yeah I updated the mod back in April, there's a change notes button under the Steam thumbnail which details what I added but it's not much.

I 200% agree with what you said about the big stumble. If I had more control I would have it only play when being attacked by heavy weapons. I contemplated leaving it disabled but I left it in mostly because the animation balances out itself. It creates a huge gap in distance which allows weaker characters a chance to stay longer in a fight and as you say it's a great displacement tool for characters that are outnumbered (+ i just find it hilarious XD) though I may or may not replace it in the future with something more immersive. For now, the most control we have (as far as I know) is modify the chance stat the stumble has in the FCS to something lower. That and change what limbs causes the animation to play.