Total War: WARHAMMER III

Total War: WARHAMMER III

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Formations_Animations
   
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graphical
Tags: mod
File Size
Posted
16.512 MB
2 Sep @ 11:24pm
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Formations_Animations

Description
This file contains only the edited and new Animations from my "Formations" mod


Orignal Mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3560112392


Info:
I wanted to keep the new animations name as original so the game use them without edditing further files BUT!
Due to some weird data reading mechanics of the game, modded animations work only if renamed to something else as original animations data files. That means I had to add new named animations in DB as well. Aditional DB animations tables for new animations, culture use animations tables and that means edditing land_units_table so the units use them propperly, which sadly means not compatible with any other mods that edit those specific files. If someone knows how to do that, so the game reads mod animations files even if they have original names please let me know!!!! It would make such Animation mod much more flexible and more compatible with other mods.

Animation changes:

Chaos Halberds:
-They carry their polearm weapons upright like pikes instead of twohanded carry like greataxes
-spinning attack animation removed

Chaos warriors and marauders:
-editted ther combat_idle/ready animation and shields up animations standing and moving so they cover themselfs properly with shields from missile fire.
-removed spinning attack animation

Kislev Tzarsguard shielded:
-Use combat idle animation from armorred kossars with shields (they dont stand in open stance when attacked the put their shields in front of them),
- removed jumping animations

Armorred Kossars, shields: removed jumping attack animations

Empire spearmen(pikes):
-removed underhand slashing animation that halbers use and replaced it with dobble jab animation from cathay peasants animation

Empire spearmen, shields and swords with shields (these are used by bretonia as well):
-removed jumping and spinning animations
-imported to their skeletons animations from kislev shiedled units for more attack wariations (overhand stab, overshield slash, short shieldbash, and chestleveled slash)
-corrected shield possition while shielding them from missiles

Dwarfs:
-removed all attack animation that made dwarfs jump into enemy lines and make them die faster
-mashed together standing animation with single axe swipe animation to make the dwarves fight in a single line without breakign the formation
-added new combat ready animations so they presend their shields towards the enemy when braced, in original they just stand there like they are waiting for a buss....
-corrected shield possition whil covering them from missiles





5 Comments
Arcaion  [author] 19 hours ago 
I have to look into it. There are no triggers for animations, they should all work on spot.
Darkwolf 19 hours ago 
Quick question, with this mod version; do the shieldwall animations only kick in after unlocking the "Shieldwall" skill in the Dwarf tech tree? I tried a test in skirmish mode; the chaos warriors animations worked fine, the Dwarf ones didn't seem to trigger. Tried the same test with other version that just removes buffs but has the icon in skirmish, and the animations kicked in when pressed.

Sorry for the long winded question.
Rustic Clover 4 Sep @ 5:25pm 
You are most welcome.

Your animations look way better than any others I've seen in actually improving the regular human/dwarf animations rather than simply removing the silly ones, so I'm hoping there's a way to make them more universal across units/factions.
Arcaion  [author] 3 Sep @ 1:18pm 
Thanks, I will check those files out when I will have time again. Thank you
Rustic Clover 3 Sep @ 8:15am 
Since you were wondering about a way to have animation changes being compatible with all mods, there is a mod that did something similar: "Animation Table rework for stupid animations" by TheLoneCenturion has animation changes that apply universally, compatible with all mods, and the same for "Reload Animations" by Marthenil.

I don't know the specifics but hopefully they could tell you more, or it'd be self-evident in the files. I hope it helps!