Total War: WARHAMMER III

Total War: WARHAMMER III

Formations Animations
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.
AwDiddums 6 Sep @ 2:47pm 
I'm not sure if this will be helpful, but here's another mod with compatible animations that you might want to review: https://steamproxy.com/sharedfiles/filedetails/?id=3284296309
Arcaion  [author] 5 Sep @ 8:17am 
I have to look into it. There are no triggers for animations, they should all work on spot.
Darkwolf 5 Sep @ 8:01am 
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!