Kenshi
GROUNDED 2: Combat Animations
151 条留言
PSA, require someone else having a similar case to confirm, but the animation file for grounded in the animation mega pack is an error and I had to reassign the female/male meshes in FCS with the ones from this mod. If you are using a modlist or making one using the animation mega pack, make sure this mod is right under it if not as close as can be so if you had to do the same fix, it'll all be dandy for whatever race afterwards, most. For the few races that weren't accounted either cause very new or just obscure, FCS copy data and reverse all changes that aren't the wall of animation files.

I do want to confirm others having the same issue before bringing this up as an issue to the dude with the MEGA pack.
klerik 17 小时以前 
This animation mod is so good that now I can't decide which weapon to play with. It's probably the best mod I've ever tried.
rudee 9 月 8 日 下午 3:07 
I noticed "min skill" requirements don't apply to Dodge actions. your character could have 1 Dodge, 1 Martial Arts, 1 in all combat skill, and still execute Dodge actions that have high "min skill" in FCS.
DualCoder 9 月 2 日 下午 3:56 
unrealistic clashing wompwomp
苏克马德克 8 月 21 日 下午 5:41 
yeah my animations dont play either and they just stand there doing damage
Bare Minimum Bandit 8 月 3 日 下午 5:47 
well that was fast. had nothing to do with bigger badder bosses. it seems like New Game+ made them bug out ( no pun intended btw ) seems to be working fine with bigger badder bosses. thank you for the time and effort put into this <3
Bare Minimum Bandit 8 月 3 日 下午 5:28 
maybe i messed something up. im using the mage all in one compatibility pack aswell. but it seems the fogmen are bugged if we use this with ''Bigger Badder Bosses'' maybe they attack to fast. im trying to explain as best as i can. the mongrel guard work fine but fogmen just stare at you from the regulars ones to heavy and prince's and you take like 2-3 hits every second. very rarely they swing their weapon. so im not sure if its a incompability issue or im messing something up. for reference :

regular fogman : attack 51 defense 52 strength 44 dexterity 65 toughness 58
heavy fogman : attack 77 defense 66 strength 70 dexterity 65 toughness 65
fogman prince : attack 109 defense 90 strength 74 dexterity 117 toughness 95

mongrel guard : attack 86 defense 82 strength 90 dexterity 93 toughness 85
hamel 8 月 1 日 上午 7:04 
I noticed that you said you could make grounded 2 modular as well, is that still something you are thinking of doing?
TaxEvader 7 月 30 日 下午 3:33 
none of the attack animations work for me. they just stand there while doing damage
Dig  [作者] 7 月 25 日 下午 8:18 
@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 7 月 23 日 下午 12:17 
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 7 月 23 日 上午 2:30 
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) 7 月 11 日 上午 6:21 
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) 7 月 11 日 上午 6:19 
Every time I enable this mod my character disappears. I use the 'Struggler' race.
Sullis 6 月 27 日 下午 12:44 
The blowback animation feels like it just needs its length reduced by 50-60%, love everything else
Gouda 6 月 25 日 上午 1:47 
You should post that in their suggestions tab, that's a really good idea
Dig  [作者] 6 月 20 日 下午 5:58 
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 6 月 20 日 下午 3:58 
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  [作者] 6 月 20 日 下午 1:38 
yes
Whitefanggamer 6 月 18 日 上午 7:44 
Are you able to use Grounded 1 alongside Grounded 2 animations?
Dig  [作者] 6 月 15 日 上午 11:02 
@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.
Tris70 6 月 14 日 上午 3:52 
Can't play without it now, I think the huge blowback is fun, it makes it harder to stagger cancel as the player, and it feels like it gives the npc's more power to displace and knockback. I still wish there was a way to limit how often the animation played, like if it could be based on strength or otherwise. But I still very much think the game was in a big need for better stagger/animations. The more subtle dodges are also a big deal, less standing in place with matrix dodges is great to see.

Also did you update the mod recently? I feel like I am seeing new animations, and I think you updated the thumbnail for the mod but I can't find notes, anyways it's great keep it up :beeped:<3
Kraut Kontrol 6 月 13 日 上午 4:24 
The blowback moves are frankly absurd and so noticeable and irritating that it doesn't give me confidence in the quality of the other animations.
Danijellino 5 月 27 日 上午 4:30 
Shame this mod isn't working. Plays barely any block animations and only about half of the attack animations for me.
Dig  [作者] 5 月 26 日 下午 12:57 
:lunar2019grinningpig::lunar2019grinningpig::lunar2019grinningpig:
Laughing Forest 5 月 26 日 下午 12:53 
Ah interesting I’ll do some playtesting myself, thanks Dig
Dig  [作者] 5 月 26 日 下午 12:37 
ive been playing the "Vanilla Remastered (for my WIFE)" mod collection which has both mods in the load order. i plan to remaster those animations at some point so they hopefully look a little bit better when used together.

grounded 2 was meant to be an overhaul that replaced grounded 1 since the more animations you add the more you veer away from the true vanilla feel

i never used grounded 1 when i was playtesting grounded 2 so going off of that u should probably use one or the other by itself
Laughing Forest 5 月 26 日 上午 6:35 
Do you still recommend using Grounded 1 along with Grounded 2, Dig?
Mr Shit 5 月 24 日 下午 10:39 
is there any chance you would add new generation skeletons as a patch?
Dig  [作者] 5 月 24 日 下午 12:14 
<3
Laughing Forest 5 月 24 日 上午 9:17 
Haha

Your work is great Dig, thanks for making Kenshi even better
Dig  [作者] 5 月 23 日 下午 8:48 
@Laughing Forest ill add ur mod as a requirement, people who take thte time to read should be able figure out what to do
Dig  [作者] 5 月 23 日 下午 8:44 
@kayser195 XD
Laughing Forest 5 月 23 日 上午 10:15 
Some people like the stumbles to add a fist of the North Star flair.

If you don’t like them there’s a patch mod to remove them - just search “grounded no blowbacks”
kayser195 5 月 21 日 下午 6:29 
the stumbles are absurd, a dude hits you in slow motion and you get catapulted directly to ashlands
LowFPSman 5 月 18 日 上午 3:11 
Need to fix stumbles. It looks supre wierd when people flying 20 meters mid fight. Also why club attacks so wierd? Why everything pretty grounted but clubs getting those wierd swirls.
B_mod 5 月 13 日 下午 11:03 
Does this one work with Sensible Martial Arts? Or maybe I should use some other MA nerfer, that doesn't touch animations?

Not a huge fan of the end game One Punch Man style MA characters.
Dig  [作者] 5 月 12 日 下午 7:26 
thanks guys <3, and thank you both for your contributions to the community :steamthumbsup::steamthumbsup::steamthumbsup::lunar2019smilingpig::lunar2019smilingpig::lunar2019smilingpig:
Laughing Forest 5 月 12 日 下午 1:36 
Have been watching the updated/new animations and really digging how they’re natural feeling without being mortal kombat flip stabs. Nice work!
SCARaw 5 月 12 日 上午 8:39 
Awesome to see you going, we need realistic animations to make sword fights better to look at for casual players, but less stupid for serious hardcore dense gamers like me
Kraut Kontrol 5 月 8 日 上午 10:10 
"GROUNDED 2: Patches (READ DESCRIPTION)" is still listed as a requirement to install this mod.
Dig  [作者] 5 月 1 日 下午 5:56 
@k|Aquila Mars that usually happens when ur using modded races, try downloading one of the patches and following the load order instructions :steamthumbsup:
k|Aquila Mars 5 月 1 日 下午 12:14 
Noticed after adding this sometimes characters do no animations but deal damage. Any ideas why that might be happening? It isn't something that happens constantly just every once in a while.
Laughing Forest 4 月 29 日 上午 11:14 
Wow huge update mate, look forward to trying it out
Dig  [作者] 4 月 28 日 下午 9:04 
@Karalinhos thats intended, any more would buff the already OP hackers
Dig  [作者] 4 月 28 日 下午 9:02 
updated! :)
Franco 4 月 26 日 下午 3:15 
Pretty realistic and balanced :nepnep::cactusrum:
Karalinhos 4 月 19 日 上午 7:45 
Sup, the mods its great bein enjoying a lot, but one of the hackers double attacks ( the down and up) its dealing really low dmg on the up swing, like always does 7-9 dmg, can you fix that?
zayden 4 月 15 日 下午 3:38 
In case of conflict and you want MCA animations over certain Grounded animations, put MCA under this mod.
If you want Grounded animations over certain MCA animations, put Grounded under MCA.
猫雷Kiss 4 月 13 日 下午 8:41 
I don't understand whether I should put it above or below the MCA.