Total War: WARHAMMER III

Total War: WARHAMMER III

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Formations Animations
   
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graphical
Tags: mod
File Size
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18.440 MB
2 Sep @ 11:24pm
14 Sep @ 1:29am
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Formations Animations

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

This is addon for Formtions base version to be used together with it and other addons if wished so.

You can use this ofcourse as animations only mod alone.

1.Base Version: https://steamproxy.com/sharedfiles/filedetails/?id=3561979869

2.Animations: https://steamproxy.com/sharedfiles/filedetails/?id=3561229824

3.Stat Buffs (defence, Mass): https://steamproxy.com/sharedfiles/filedetails/?id=3567919282

4. Formations for Chaos and Norsca: https://steamproxy.com/sharedfiles/filedetails/?id=3567919026

5.Formations for Lizzardmen: https://steamproxy.com/sharedfiles/filedetails/?id=3567919194


Original Mod
full version with all addons: https://steamproxy.com/sharedfiles/filedetails/?id=3560112392

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


Plans for future:
Add more variety of attack to spearmen, remove silly spinning and jumping animations from 2 Handed weapons units. Make it compatible, somehow... with other animations mods.

You can support me if you like and buy me a Pancake!
https://buymeacoffee.com/arcaion
16 Comments
TheLoneCenturion 14 Sep @ 6:57pm 
@Arcaion I see some animations ending in like 0.5 seconds they are so fast, like the Dark elf swordsmen. They had some really lame animations I removed previously but I was always surprised how fast the standard jabs where.

Same with empire halberds, some animations where VERY fast and others where 60-120% longer.

So as Rustic mentioned, I doubt any different balancing would be needed after the outlier animations where sped up but I can always pull up some data before and after with custom battles to find out.

Ill start looking into the animation side of things again. Its high time I got back in to playing the game.
Rustic Clover 14 Sep @ 3:35pm 
One thing is that killing is bound to animations, but the intervals between animations are tied to attack speed. If only the animation itself is sped up it won't affect attack speed (intervals between animations)
Arcaion  [author] 14 Sep @ 3:10pm 
Yes when you open the animation in Asset Edditor you can increase its overall speed. I think the creator of asset editor has a video on it. I was not messing with speeds yet because afterwards it will need lot of balancing as the killing is bound to animations. But ist something for the future for sure.
Rustic Clover 14 Sep @ 2:18pm 
@Arcaion
My mistake, I misread the description section talking about Empire spearmen and thought it was for Empire halberdiers.

Also, about compatibility with Marthenil's Reloads, I'm no expert but I imagine it must be possible since @TheLoneCenturion animation table rework still functions with it to this day.
TheLoneCenturion 14 Sep @ 11:36am 
Is there a way to increase the animation speed (Not attack speed) of an existing attack?

Like increase the animation speed of some of the empire's jabs by 20% so they don't seem so lethargic.

I feel like all the new game animations are much faster than WHIs and its always made it look weird in melee.
AwDiddums 14 Sep @ 10:06am 
@Rustic Clover I shared the animation mod example because it modifies vanilla animation sets, and I thought it might be relevant at the time - especially since this mod created entirely new ones at the time of the posting.

It looks like this mod might require compatibility accounted for or by a submod for things like Reloading Animations, and possibly for Matched Combat as well (though I haven’t tested that part yet).
Arcaion  [author] 14 Sep @ 2:02am 
halberts do not do double jabs, They do one quick stab, overhand stab and uppercut, chaos ones do heavy slow overhad strike as well
Arcaion  [author] 14 Sep @ 12:52am 
I took a look on those oher animation mods and learned how to do it so the mod works with vanila animation names without Land_units_tables. Make sure you have updated version where I reasigned animations to vanila names so land_units_tables are not needed (see the screenshot), just resub if it did not updated on its own. But still I am not sure if it will work with reload animations as he has adited reload animations but you have to still edit the unit animation itself to aply them which means its conflicts, So either mine or his mod has to overwrite vanila ones even without land_unit_tables. only possible way to make it compatible would be to make a merged mod version or for me to somhow make mod where only attack and stand animations are exported and overwrite vanila ones. but it woul be lot of work and I am not sure how to do it because right now asset edditor does not work correctly with skeletons import=export, only the old version but it still has bugs.
Rustic Clover 13 Sep @ 4:30pm 
Also it looks like this stops Marthenil's Reloading Animations from working, unlike the other animation mods. I assume this is due to adding new animations rather than just overwriting the original ones?
Rustic Clover 13 Sep @ 4:21pm 
@AwDiddums
I've realized that the description, I'm pretty sure, just means that this mod isn't compatible with other animation mods that modify the same animations, as to modify the animations without touching the land_unit_tables it has to overwrite pre-existing animations.

I decided to test with a bunch of modded units and they appear to be compatible, unless I'm getting it all wrong and this mod DOES modify land_unit_tables. For instance, I haven't seen halberdiers doing the double jabs, only uppercuts like normal.