Kenshi
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GROUNDED 2: Combat Animations
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11.626 MB
15 Jul, 2024 @ 12:13am
22 Jun @ 6:48pm
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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)
158 Comments
Itz Da Booty Invadahs 19 Nov @ 10:55am 
Unarmed Starving bandits are dodging like they are in the matrix is this intentional? And what I mean by matrix is they are ridiculously good at dodging even though their MA is close to 0.
Laughing Forest 6 Nov @ 6:12am 
Most likely you have custom races, so you’ll need this for them to work:

https://steamproxy.com/sharedfiles/filedetails/?id=3066628535
peter parker 5 Nov @ 10:07pm 
anyone figure out on how to fix the animations not working?
Femboy.Abby ♡ 29 Oct @ 3:06am 
animations doesn't work
Laughing Forest 12 Oct @ 4:49am 
Yeah, they’d be able to confirm it as a bug and fix it or confirm it as not a bug pretty quick
I don't want to false flag something that might've been some ♥♥♥♥♥ wucky on my end but I guess I should just hit him up too
Laughing Forest 11 Oct @ 7:17pm 
Have you told Anrhaa and commented on the animation mega pack?
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 10 Oct @ 8:00pm 
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 8 Sep @ 3:07pm 
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.