Kenshi
GROUNDED 2: Combat Animations
148 Comments
DualCoder 2 Sep @ 3:56pm 
unrealistic clashing wompwomp
EMENELO 21 Aug @ 5:41pm 
yeah my animations dont play either and they just stand there doing damage
Bare Minimum Bandit 3 Aug @ 5:47pm 
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 3 Aug @ 5:28pm 
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 1 Aug @ 7:04am 
I noticed that you said you could make grounded 2 modular as well, is that still something you are thinking of doing?
TaxEvader 30 Jul @ 3:33pm 
none of the attack animations work for me. they just stand there while doing damage
Dig  [author] 25 Jul @ 8:18pm 
@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 23 Jul @ 12:17pm 
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 23 Jul @ 2:30am 
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) 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.
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.
Tris70 14 Jun @ 3:52am 
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 13 Jun @ 4:24am 
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 27 May @ 4:30am 
Shame this mod isn't working. Plays barely any block animations and only about half of the attack animations for me.
Dig  [author] 26 May @ 12:57pm 
:lunar2019grinningpig::lunar2019grinningpig::lunar2019grinningpig:
Laughing Forest 26 May @ 12:53pm 
Ah interesting I’ll do some playtesting myself, thanks Dig
Dig  [author] 26 May @ 12:37pm 
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 26 May @ 6:35am 
Do you still recommend using Grounded 1 along with Grounded 2, Dig?
Johnathon Chinhead 24 May @ 10:39pm 
is there any chance you would add new generation skeletons as a patch?
Dig  [author] 24 May @ 12:14pm 
<3
Laughing Forest 24 May @ 9:17am 
Haha

Your work is great Dig, thanks for making Kenshi even better
Dig  [author] 23 May @ 8:48pm 
@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  [author] 23 May @ 8:44pm 
@kayser195 XD
Laughing Forest 23 May @ 10:15am 
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 21 May @ 6:29pm 
the stumbles are absurd, a dude hits you in slow motion and you get catapulted directly to ashlands
LowFPSman 18 May @ 3:11am 
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 13 May @ 11:03pm 
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  [author] 12 May @ 7:26pm 
thanks guys <3, and thank you both for your contributions to the community :steamthumbsup::steamthumbsup::steamthumbsup::lunar2019smilingpig::lunar2019smilingpig::lunar2019smilingpig:
Laughing Forest 12 May @ 1:36pm 
Have been watching the updated/new animations and really digging how they’re natural feeling without being mortal kombat flip stabs. Nice work!
SCARaw 12 May @ 8:39am 
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 8 May @ 10:10am 
"GROUNDED 2: Patches (READ DESCRIPTION)" is still listed as a requirement to install this mod.
Dig  [author] 1 May @ 5:56pm 
@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 1 May @ 12:14pm 
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 29 Apr @ 11:14am 
Wow huge update mate, look forward to trying it out
Dig  [author] 28 Apr @ 9:04pm 
@Karalinhos thats intended, any more would buff the already OP hackers
Dig  [author] 28 Apr @ 9:02pm 
updated! :)
Franco 26 Apr @ 3:15pm 
Pretty realistic and balanced :nepnep::cactusrum:
Karalinhos 19 Apr @ 7:45am 
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 15 Apr @ 3:38pm 
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 13 Apr @ 8:41pm 
I don't understand whether I should put it above or below the MCA.
Laughing Forest 31 Mar @ 9:55am 
@ARS2000 yup
ARS2000 25 Mar @ 10:00am 
So out of curiosity, this is a seperate set of animations from Grounded 1...would that mean that I can install both Grounded 1 and 2 (and the Stumble patch if one wants to do that) all together to get the movesets from both mods?
\\,[†],// 12 Jan @ 10:15am 
how did you get the camera to move with the charater when they were swinging?