Total War: ATTILA

Total War: ATTILA

Attila Ultimate Animations
154 Comments
Šumař Oct 9 @ 6:16am 
hi work in multiplayer ?
Storm-trooper ✠ Sep 14 @ 1:16pm 
Why it is not compatible with this mod?
Even more authentic skins
https://steamcommunity.com/sharedfiles/filedetails/?id=3481069250
MinhKhang Aug 29 @ 5:55am 
Is this mod compatible with the realistic mk1212 mods? As far as I can see, troops keep breaking formation and phasing through each other. Also a lot of funny knockback in the No Heart Attack mod
sam.pidgeon Aug 29 @ 2:33am 
i do not touch the animations i just use what is already there for my units
WhiteSushiEater  [author] Aug 28 @ 6:09pm 
It should be fine then. As long as your mod doesn't make any changes to the animations section in the pack file (which it doesn't seem like your mod does based on your description) there will be no conflicts.
sam.pidgeon Aug 28 @ 1:04pm 
the unlocker is using vanilla game units and i am using re skins with it and i am using a unit pack i created with my own custom units as well
WhiteSushiEater  [author] Aug 28 @ 1:47am 
@sam.pidgeon As long as the units that are unlocked are units that are in the vanilla game, there should be no issue. Also yes, the mod is save game compatible.
sam.pidgeon Aug 27 @ 1:06pm 
is this save game compatible to?
sam.pidgeon Aug 27 @ 1:06pm 
i use a unit pack i made with the unlocker i linked would that be affected by this mod?
WhiteSushiEater  [author] Aug 27 @ 11:35am 
@Ior Yes this mod works with 1051 AD and 555 Justinian, just make sure to load it above said mods.
WhiteSushiEater  [author] Aug 27 @ 11:30am 
@sam.pidgeon Based on the mod description it should work since it doesn't add any modded units. To be safe, put this mod above the one you linked.
sam.pidgeon Aug 25 @ 3:45pm 
i use my own unit pack and unit reskins and some other sub mods with it but nothing that touches combat animations
sam.pidgeon Aug 25 @ 3:43pm 
i doubt it will work with age of justinian think they made alterations to the combat animations
lor Aug 8 @ 10:43pm 
Does anyone know if this works with 1051 AD and 555 Justinian?
WhiteSushiEater  [author] Jul 9 @ 7:50am 
@tyrantapprentice9 Yes this should work with Rome Era Chapters. Have fun!
tyrantapprentice9 Jul 7 @ 3:41pm 
Is this mod compatible with Rome Era Chapters?
WhiteSushiEater  [author] Jun 22 @ 10:06am 
@◀EffiJeffy▶ If you mean could I create my own animations then no. Currently, every animation that exists in the game exists within this mod. I would consider adding more if I had the skills, but even if I did create new animations they would look out of place, due to most animations being done using motion capture.

The only thing I could do, and have been doing, is transfer animations between weapon types. This is why you may have noticed certain sword and shield units not holding their sword or shield when in a death animation. However, there is not only a limit on how many animations that can exist in the matched combat file, (299 entries for sword and shield for example) but also a limit to the immersion of the animation. For example, I can't modify a spear and shield animation to swap the spear for a sword due to the way that the weapon bones work. If I were to give a spear and shield kill animation to a sword and shield user, the actor's sword will always be invisible.
◀EffiJeffy▶ Jun 21 @ 10:55am 
Any chance to add more animations? :)
i am fast as f boy Jun 19 @ 8:12pm 
Спасибо за ответ! :)
WhiteSushiEater  [author] Jun 19 @ 8:32am 
@i am fast as f boy After looking at the mod, it doesn't look like my mod will work with it. You can still use the two together, but the new unit types that Earl's mod adds won't have my animation set.
i am fast as f boy Jun 18 @ 1:18pm 
Конечно, мне очень нравится твой мод, но хотелось бы узнать о совместимости https://steamcommunity.com/sharedfiles/filedetails/?id=3148909626
WhiteSushiEater  [author] Jun 18 @ 9:20am 
@i am fast as f boy I'm not sure what you are referring to, could you post a link?
i am fast as f boy Jun 17 @ 8:16pm 
is this mod compatible with EARL collections?
WhiteSushiEater  [author] Jun 17 @ 5:48am 
@SrbLeX Yes, it is fully compatible with 1212 AD.
SrbLeX Jun 16 @ 11:55am 
Is this mod compatible with 1212 AD ? Ty.
WhiteSushiEater  [author] Jun 14 @ 8:37am 
@Gladiator, No, but I have been working on a Rome 2 version that will be out sometime in the future. I'm not sure when though, as the two games are surprisingly different when it comes down to the way the animations work, so it isn't a simple "port it over" job.
WhiteSushiEater  [author] Jun 14 @ 8:35am 
@ARTX If you are referring to the battle realism mode in the game settings, the yes, it works with that feature. If you are referring to a battle mod, I am not sure, but it most likely is, as this mod doesn't modify any of the files that battle mods typically modify. As a general rule of thumb, load this mod above any battle mod to make sure that it works properly.
WhiteSushiEater  [author] Jun 14 @ 8:30am 
@RedBeard Funnily enough I recently updated the secondary death animations among other things, which in my opinion look a lot better now. Thanks for the kind words, I'm glad you are enjoying the mod!
WhiteSushiEater  [author] Jun 14 @ 8:20am 
@Coach, From what I can tell, yes it should be work with Anno Domini 1051 Beta. However, I cannot guarantee that it will work flawlessly as I have not tested it. Hope this answers your question!
WhiteSushiEater  [author] Jun 14 @ 7:50am 
Update: As of June 14, 2025, I have rewritten the code of the mod to allow it to work with Medieval Kingdoms, Ancient Empires, Vanilla Attila, and most other small scale overhaul mods without the need for separate versions. This means that going forward, you will not longer need the other versions of my mod. Make sure you put it at the top of your load order for it to work properly. Please read the compatibility section of the description for more details.
Coach Feb 20 @ 4:42am 
Does this work with the new, highly anticipated, Anno Domini 1051 Beta mod ?
RedBeard Feb 20 @ 1:20am 
I love this mod! The only thing that slightly bothers me is the secondary animations. Most soldiers just fall to the ground like planks. That looks kind of goofy but other than that the mod is amazing!
BlazerKers Jan 30 @ 3:12am 
Can anyone recommend me mods that work well with this mod and also improve battle animations or add additional animations?
Enkheiridion Oct 12, 2024 @ 6:32am 
Is it compatible with realistic battle mode ?
JesusChristIsLord Jun 26, 2024 @ 6:09pm 
brooooooooo someone plz make this compatiable with longer land battles. if feel like battles with this mod is SO fast, kidding me? it takes 1-2 minutes for a full unit to go missing
Gladiator May 14, 2024 @ 2:10am 
Do you have this mod for Rome 2 Emperor Edition ?
AI985 May 13, 2024 @ 7:26am 
need fix
JesusChristIsLord Apr 22, 2024 @ 8:29pm 
does this mod only increases more animations and less throwbacks?
JesusChristIsLord Feb 4, 2024 @ 7:53pm 
make it fully compatiable with fireforged
Stormy Jan 12, 2024 @ 1:47am 
It sort of works with Fireforged Empire mod but it's not too great.
Would love to see a compatibily mod made if you are still doing that.
amirz777 Jan 2, 2024 @ 1:59pm 
is this compatible with the Fireforged Empire Mod?
Bacon_15 Dec 3, 2023 @ 1:38am 
great mod thx
WhiteSushiEater  [author] Nov 23, 2023 @ 2:15am 
@Undercooked Toast In hindsight, I probably didn't need to make so many different versions. As far as I remember, there are two differences between this mod and the 1212 version. The 1212 version has the 1212 "kv_rules" as well as a "foot_spear" matched combat fragment. I don't think I changed anything else, but I could be wrong as I haven't looked at it in a while.
Undercooked Toast Nov 22, 2023 @ 9:40pm 
Hello, can you explain why this version of the mod was incompatible with mk 1212? I have the version that is made specifically for mk1212 but I can't see that much of a difference in all honesty. I want to edit some files around myself using this version of the mod.
adidasSlav Nov 21, 2023 @ 9:38pm 
@WhiteSushiEater that was very helpful. Thank you for respone.
WhiteSushiEater  [author] Nov 21, 2023 @ 3:42pm 
@adidasSlav As far as I know; trial and error. Essentially what I did was remove every animation from the animation fragment file except for one and test which one it was. To my knowledge, there are four decapitations for sword and shield units, atk_b_death_003, atk_c_death_002, sws_sws_form_death_002, and sws_sws_form_death_006. The corresponding kill version of the same animations are, def_2_kill_003, def_3_kill_002, sws_sws_form_kill_002, and sws_sws_form_kill_006.

You can find which kill and death versions correspond to each other by looking for one of the animations in the attila_generated.txt file, although you may want to look at the vanilla version of it as the one in this mod is modified. Hope this helps!
adidasSlav Nov 21, 2023 @ 5:23am 
Hi, great mod! I have a question: how do you know which animation is which in PFM. For example, how do you know which animation is decapitation and which is not?
Thanks!
WhiteSushiEater  [author] Jul 24, 2023 @ 2:49pm 
@Silen If you don't own the blood and burning dlc there won't be any blood.