Kenshi
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GROUNDED 2: Combat Animations
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11.626 MB
2024 年 7 月 15 日 上午 12:13
6 月 22 日 下午 6:48
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GROUNDED 2: Combat Animations

描述
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)
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 11 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: