Kenshi
Flashier Fight
96 Comments
ERKEK2000 Aug 8, 2024 @ 2:54pm 
Is this the mod that lets you brain blast strike if you are fighting unarmed?
Гражданин ЁМАЁ May 5, 2023 @ 2:20pm 
This mod is really good. But it breaks some models and textures.
From what I personally know
- The dog's model changes to T-posing man.
- Sheks flag textures change to sheks body textures
Ravioli-Monke Jan 18, 2023 @ 8:24pm 
This mod really jacks u[ the running animation making the upper body stiff and it just look weird, this mod also makes the palm strike move the weapon out of your hand like its floating.
overking, baby Nov 19, 2022 @ 12:00am 
Clumsy animations
DraxTemSklounts Oct 14, 2022 @ 10:53pm 
could this mod be using an animal attack as one of the moveset? i get a weird bug that my characters will sometimes hold out their weapon and it looks like they are about to swing it but nothing, but they will do the attack and people get hit. Just no animation almost. Any ideas?
Sem Aug 8, 2022 @ 11:06pm 
does martial arts while using a weapon depend on martial arts skill or weapon skill?
matt.bell18 Apr 28, 2022 @ 12:16pm 
Does Genesis override this mod?
Dogeasaurus Rex Jan 21, 2022 @ 9:27am 
Does this work>?
Mr. Anonymous Sep 17, 2021 @ 5:03pm 
The first Kenshi mod I installed way back in Oct '18. Alas, time to uninstall.
ThatFawker Jul 16, 2021 @ 3:21pm 
Incase anyone needs to edit or add patches for this mod, the modfile is called Move Mod.mod YourWelcome
BLKCandy  [author] Feb 24, 2021 @ 7:03pm 
Been years since I last play them game or even active on the community. So it is unlikely that I will support this mod.
This mod works by editing configuration on the FCS (the modding tool provided along with the game) which is really easy. Really, it's just changing numbers and ticking boxes. I honestly can't remember how to import workshop mod into FCS, but you can totally 'steal' mod that way. So feel free to import this mod.
MA moves can be disabled by just deleting the armed MA moves from the mod with FCS. The problem flying out of hands during animation cannot be fixed. This mod does not add or edit animation. It just edit the config to utilize existing moves. MA moves just don't have proper weapon animation.
Trot Feb 24, 2021 @ 3:50pm 
can you add a thrust attack for polearms
HorizonDefault Feb 21, 2021 @ 4:19pm 
does this work on non vanilla race?
valzietine Jan 19, 2021 @ 11:03am 
@Lummox King Of Lard
I have the same question.
A-1 Abdullah Jan 12, 2021 @ 4:21pm 
Anyone know if theres a version without the Martial Arts moves in it? I like the faster fighting and the different cuts but I wish I wasnt doing crazy jump kicks while holding a frag axe.
Gregorion Nov 17, 2020 @ 10:30pm 
hello, i have a question about a kenshi mod called flashier fight, when the characters kick, the sword flies out of their hand like an animation glitch, i disabled all other combat mods and it still happens, any ideas?
ESPNGmanifest Aug 24, 2020 @ 8:23pm 
is there a mod like this but doesnt have armed people use martial arts
Radlemus Jul 23, 2020 @ 12:35pm 
In my testing (looking at a XP bar for ONE lower kick when using a katana) it did not give MA xp.
Radlemus Jul 21, 2020 @ 11:55pm 
I would also like to know Zenthium. Sounds like it should.
Zennyman Mar 18, 2020 @ 6:18am 
So let's say my character is wielding a weapon(any weapon) and he uses his limbs to attack, does the limb attack increase my martial arts exp? Or does it still remain giving exp to current wielded weapon?
Tiberius Aug 22, 2019 @ 11:19pm 
this is a fun mod, but this does affect game balance. Sometimes, atk feels too slow on dex wpn due to heavy wpn animation, and vice versa. Still it's a fun mod
Necrosis Aug 2, 2019 @ 5:15pm 
Great mod but the only animation i get 80% of the time is the flying kick
Oswald Jul 27, 2019 @ 2:10am 
Excellent mod,this mod fixed my bug of being unable to attack.
ZinogreTW May 26, 2019 @ 7:19pm 
does this mod works with the More Combat Animation??
WaKKO151 May 20, 2019 @ 9:26pm 
Hello?
WaKKO151 May 19, 2019 @ 5:02pm 
Do you need the corresponding skill level unlocked to use the moves? For instance you can't jump kick in martial arts until you hit a certain skill level. Does this still work the same way? If you are using a katana and you have jump kick will it allow you to? if you don't have jump kick unlocked will it still allow you to?
Jojojay Apr 17, 2019 @ 3:54pm 
does this mod change the balance of the game?
BLKCandy  [author] Mar 18, 2019 @ 8:06pm 
@BigBizkit You can distribute all of my mods as long as you give credit. I'm not really active on Kenshi anymore though. But I doubt it would need much patching this long after 1.0.
BLKCandy  [author] Mar 18, 2019 @ 8:04pm 
@Nano I also have no idea... Could be mod conflict, though there isn't that many mod that touch the attack animation. I only know mods, mine, MC, and the flying sword which started the whole thing.

@Lux I'm not really active on Kenshi lately so I don't think I'm going to make any change unless something broke hard. You could do it yourself very easily with FCS though. This mod is not a real animation mod unlike the MC. This is just tweaking numbers and setting in a few tables.
BigBizkit1 Mar 12, 2019 @ 8:33am 
Hi there, I am the Community Manager at NexusMods.com . I was wondering whether I could have your permission to post your excellent mod on NexusMods.com so more players (especially people who have the GOG version of Kenshi) can enjoy your mod.

I would ofc credit you and, if you have a Nexus Mods account, I could transfer ownership of the mod page over to you. Let me know either way.

Thanks!
Luxordz Mar 4, 2019 @ 7:13am 
so question, would it be possible to make a "balanced" version where heavier weapons get one or two light attacks, maybe a quick kick while light weapons get more kicks and occasional heavier attacks? Stuff to mix things up in fights but not so many high end martial art kicks.
nanO.bytez Feb 18, 2019 @ 11:27pm 
So, here's the thing. I'm actually not using this mod but MC right now (waiting for that compatch).
However! I still seem to get at least some of your animations. I only really noticed this because right now I'm doing a Juggernaut +1 playthrough and I gave em both a katana class weapon. Had to adapt "The Juggernaut" to use MC's animattions of course, which worked fine but the other human party member (greenlander) weirdly enough does palm strikes and jump kicks with her longsword (Lord's Armory - nope, checked. It doesn't touch race animations). Can't for the life of me figure out what mod could be causing this.
BLKCandy  [author] Feb 4, 2019 @ 4:10am 
This mod affect everyone. As for the ETA on MC compat, expect compat patch at least a month after MC final release. So... i'd expect somewhere around April or later.

Making the mod would be very easy, but I'm too darn lazy to maintain mod update to keep up with current MC updating pace.
Elfie Feb 3, 2019 @ 7:30pm 
Hi, does this mod affect player party members AI moves, or only NPC's?
Yefreitor Jan 28, 2019 @ 2:23am 
Any ETA on compatibility version for military craft?

I can't wait for it. :(
BLKCandy  [author] Jan 26, 2019 @ 7:14pm 
MA moves with weapons are just animation. The game consider it same as other armed attack. So you MA skill actually has no effect at all.

As for the frequency, MA moves have least frequency compared to other moves and their max range reduced. It should occur 20~30% of the times. MA moves stood out a lot though.
Branded Swordsman 𒉭 Jan 26, 2019 @ 12:53pm 
This mod is great and all, but i feel like it breaks the immersion barrier to much by having almost every single person jump kicking and mega kicking with a damn sword in there hands with almost every attack.
ElBeacon Jan 26, 2019 @ 7:45am 
Ok quick question, let's say i have a MA lvl60 if i put a polearm on him, will the MA animation deal full MA dmg? i want to have a nice shaoling style monk but i don't want him to go with his full power only when he can't wield the pole anymore.

The question would be: is this just nice looking animations? or will my 60 MA 5 Polearms monk beat a group withouth a sweat?
Roltyus Jan 21, 2019 @ 2:08pm 
@BLKCandy This will be an excellent combination
LAZORBORB Jan 20, 2019 @ 4:40am 
Awesome! Thanks for the heads up)
BLKCandy  [author] Jan 20, 2019 @ 4:31am 
I'm actually waiting for military craft mod to finish and stabilize before making the combine/compatibility mod.
LAZORBORB Jan 19, 2019 @ 4:10am 
OMG, please collab with SprendiX, military craft + flashier fights will be a masterpiece.
Roltyus Jan 17, 2019 @ 7:31pm 
Maybe you could scale the available attack animations to the character level similar to this one https://steamcommunity.com/sharedfiles/filedetails/?id=1621612272
Oruyai Jan 15, 2019 @ 1:27am 
@BLKCandy I don't have any other combat mods. I really think this is a great idea, I just wish you wouldn't get wrecked if you were surrounded by four people.

Maybe try yourself and see what happens? Take maybe 2 characters into a small group of starving bandits and you will see what I mean. I think you are right with the character animation.
BLKCandy  [author] Jan 14, 2019 @ 7:38pm 
Nah, it won't effect rolling. Some moves however, do have huge opening. Especially heavy swing and some MA moves. Character cannot defend mid animation and will get hit then. If the mod affect hit chance, it will be from these opening, not dice roll. You should observe character animation for this.

But considering this mod increase attack and defense speed and how diverse moves is, there shouldn't be that much opening. The effect should be very minute.

However, this will happen very often if you add more combat slot which this mod doesn't touch. But, more combat slot is probably one of the most popular mod out there. With more combat slot, fighting 3+ enemies at once can get really hard regardless of skill level.
Oruyai Jan 14, 2019 @ 4:11pm 
I noticed after using this for a couple hours that it seems that if a character is surrounded by low level melee atk(5) and they have high defence(say 40+) the character still gets hit, which is a big no no for me.

Something is throwing the balance off with rolling for hits vs blocks with the mod. Even high level guards get massacred by weak mobs now.
BLKCandy  [author] Jan 8, 2019 @ 8:47pm 
@Professor Humble Attack animation can be limited by skill level, but only the skill level of that weapon. So, any katana moves can only be limited by katana skill, hackers by hacker, and so on. I cannot make an animation for katana, that 'looks like' an MA move, then have it limited by a MA skill.

As far as the engine go, 'MA moves' in armed combat are just another weapon move no different from the others.
dynamitekidd Jan 8, 2019 @ 7:48pm 
awesome mod!
blicky Jan 6, 2019 @ 9:53pm 
wtf i subbed and i cant see it in my modlist and its not being implemented in game
Immaluckez Jan 6, 2019 @ 4:10am 
Any chance you are going to expand the animations ?