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@Witchhammer idk buddy because i haven't touched Wissenland yet so right now if you want Hooveric Reskin there is nothing to do to fix it
Btw, @ZioCru it fucking sucks man, I hope you can restore this mod to its complete glory.
It is kinda essential in my Empire runs
https://steamuserimages-a.akamaihd.net/ugc/2531667641283293590/4C92B6E3AFE8BD9F83B336D1A3EF98D347D5859F/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
So back to ZC Reskins: Logically, we want the asset pack at the bottom. Then a race reskin like Empire are above that, pulling assets from the pack. If you play with Sigmar's Heirs, then the optional submod will be above that - as it partially overwrites some troops with regional versions. If you run a 3rd party mod that ONLY exchanges Empire beards, this will probably be sorted above that.... And your fav Karl Franz reskin at the top HAHA
This helped me to "get" it <3 Have fun
ZC Animation Matched + Reload Submod (WIP)
ZC Animation Mod (WIP) - Handgunners Update
Matched Combat + Reload Animations Submod
Custom Matched Combat Animations
Reloading Animations
So logically, the library containing all the assets that the reskins can possibly use, needs to be at the bottom. If you play SFO, the main SFO mod will be near the bottom. An SFO submod adjusting values for a unit mod to be in line with SFO standards will be near the top, as submods always need to be above the main mod in LO for its changes (here: overwrite values with higher numbers for SFO) can overwrite.
Both with the individual asset packs that we used before and with this one
THE ASSET PACK ALREADY SORTS AT THE BOTTOM OF ZC MODS BY DEFAULT.
NO NEED TO CHANGE ANYTHING IN LOAD ORDER - unless you use any kind of more sophisticated setup, like using lots of ZC submods (mix in the optional floppy hats, use it with Sigmar's Heirs and have regional reskins and officers, where available). <3
What helped me to understand - BTW I think the term "SUBmod" causes all the confusion as logically, you'd think "sub" means "below" which is unfortunately NOT how it works in LO):
ZC Animation Matched + Reload Submod (WIP)
ZC Animation Mod (WIP) - Handgunners Update
Matched Combat + Reload Animations Submod
Custom Matched Combat Animations
Reloading Animations
This is what i'm using and everything works fine.With this modding assets only (no other zc modding assets) i play perfectly with no big issue (besides having some handgunners animation having both rifle and sword in the same hand if we are talking about animations but this is a bug from the latest hotfix from CA)
1. Activate those animation mods, and the old individual asset packs. Play a test battle. Animations work.
2. Activate those animation mods, and *only* this new asset pack. Play a test battle. Animations are completely broken for both ZC reskinned armies and vanilla units that haven't been touched (mostly missing weapons but also floating ones). They are broken whether or not any of the reskin mods are actually activated.
3. Activate those animation mods, and the new and old asset packs at the same time. Play a test battle. Animations work.
ZC Animation Mod (WIP) - Handgunners Update
ZC Animation Matched + Reload Submod (WIP)
Matched Combat + Reload Animations Submod
Reloading Animations
Custom Matched Combat Animations
All of which work fine with no problems I've ever noticed together.
However, when you made the old individual asset packs obsolete, I deactivated those and activated this mod. The result was that tons of units had completely broken animations.
But when I reactivate your old asset packs (alongside this one, or not), everything works perfectly. Something in this asset pack - that wasn't in your old asset packs - is breaking the animations.