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This still edits MANY other units to remove some of the more serious outliers.
Ultimately the only animation that truly broke my immersion was the Ballerina spin from the empire soldiers.
If that wasn't what bugged you then this mod likely isn't for you.
P.S: If you remove the jump animation form Hu1 it affects all lords and heroes of all factions that use it which are a lot. (It causes them to delay and sit there for a moment sometimes to, this was not the case for any other animation)
Also by its very design it should work regardless of updates
remove all the monster animations who make them hit a single unit in the enemy squad
FFS! this pisses me off!!!!!!!!!!!!!!!! why a juggernaut monster will waste time with a single unit when facing 100+ enemies!?
this is ridicolous!!!!!!!!!!
Packs that contain outdated files that have since been changed in a patch:
!animationrework.pack:
Patch 3.0: Custom animations in mod need to be remade.
Packs that contain outdated files that have since been changed in a patch:
!animationrework.pack:
Patch 3.0: Custom animations in mod need to be remade.
Also, would it be possible to remove the firing animation from thunderers and other rifle units? It's so silly seeing their barrels kick up 45 degrees. If this animation was removed gunpowder units could maybe once again feel like the glory of napoleon TW. (Would need better audio files, and camera shake, and projectile arcing logic, and projectile speed, and ricochet mechanics, but hey CA can't really compete with a game that THEY made many years ago xD)
I am a modder myself. Could you please give us some tips to edit ranged death animations through animation files instead of land_units_table ?
Or complete your mod with it ?
Thanks in advance
Here to hoping we can kick CA into removing the animation cap. Cheers!
His team has a much more ambitious goal in mind that I have wanted from the beginning so I will be sending him the info on which Hu1 animations are the spinning dive into enemy formation ones.