Total War: WARHAMMER III

Total War: WARHAMMER III

Conqueror: Chivalrous Animation
75 Comments
Cozmoz Mar 21 @ 2:51pm 
This mod and the effect version remove the eye glow from undead cavalry
Driss Dec 21, 2024 @ 9:27pm 
Please update
Adopotato Dec 16, 2024 @ 11:39am 
very dope mod, is it in your interest at all to adjust some of the empire unit animations? just so they're seem more orderly rather then behaving like a rabble xD
Peaceoutindexdown Nov 8, 2024 @ 3:39pm 
One request...could you possibly extend this to Slaanesh faction chaos knights? I just feel it would make sense ;)
Orthodox Dorian Nov 1, 2024 @ 8:31am 
definitely a great idea, fix those bloody chaos warriors!
Finlay Oct 28, 2024 @ 2:06pm 
thatd be so cool man
Conqueror  [author] Oct 28, 2024 @ 1:28am 
@ESTROGZN WARLORD Yes i agree, i find this animation weird too. I had already thought about doing it one day. In reality it wouldn't be too hard to do, because there are slanesh units with chaos warriors with whip and shield that use a standing shield animation. So i can do a mix between this animation and the basic animation.
I might be doing it soon.
Finlay Oct 27, 2024 @ 7:50am 
could this be done for warriors of chaos aswell ? if i rememer correctly they tilt their shield at an angle and it looks weird in fact they do that aswell on foot..,.. do they not know how to use tower shields ? theyre meant to be upright !!!!!!!!!
gervbafdsw Oct 3, 2024 @ 7:07pm 
Well done.
Conqueror  [author] Sep 22, 2024 @ 11:28am 
@Azrubêl Yeah I noticed that too, but I don't know if I'll do it. I'm taking a break from modding for now, but I'll probably come back to it later.
Azrubêl Sep 16, 2024 @ 2:45pm 
Yeah, this looks way better than the vanilla ones. Have you considered taking a look at the High Elven Silver Helms and Dragon Princes too? They don't actually couch their lances on the charge, just lower them to an angle that's nowhere close to the enemy. It's been bothering me since 2017!
Tsu Sep 10, 2024 @ 10:27am 
I really like this idea and the increased realism of having the heavy lances looking more balanced and straight. Some of the screenshots show the shields clipping into the back of the horse's neck though o_o Still, like it overall, subscribed!
Dantalien Aug 26, 2024 @ 5:23am 
Take your time man ik modding is tiring on mental strenght, thanks for answers tho I might try it later.
Conqueror  [author] Aug 23, 2024 @ 12:31am 
@Dantalien I also wanted to redo the animations for the infantry, halberdier and musket but I'm taking a break from modding it's tiring my head xD
Conqueror  [author] Aug 23, 2024 @ 12:31am 
@Dantalien In writing it's quite long to explain but I invite you to look in detail at my files on asseteditor. Hoping that it can help you!
Conqueror  [author] Aug 23, 2024 @ 12:30am 
@Dantalien To make it simple, I used part of an already existing animation, it's the animation of the wood elf riders riding stag. I adapted the animation to the humanoid01 skeleton with asseteditor. Then I didn't use the whole animation but just the right arm using a .meta, and adding a "SPLICE" in the "meta data tags" and adding the animation indicating the part of the skeleton of the right arm. Then I did the same thing for the left arm using Louen Leoncoeur's animation. After that there are other things to add and review with the .meta there is a logic to understand. It's a lot of testing.
Dantalien Aug 21, 2024 @ 12:29am 
Damn, can I ask how did you do it? was it skeletion animation adjustment or there was allready similar animation that didn't break skeleton in the files? curious because I wanted to something similiar (stance change) for halbardiers but I gave up and just changed their skeleton to cathay one (required remaping skeleton/asset)
Conqueror  [author] Aug 17, 2024 @ 9:51am 
The mod is updated to be compatible with almost all mods. "land_unit_tables" has been removed.
Lingling Aug 16, 2024 @ 7:19am 
That’s wonderful news glad you could solve it
Conqueror  [author] Aug 15, 2024 @ 11:51pm 
Finally I realize that I have one last little problem with the animation, it requires some adjustments to fix. I am not available this weekend I will only work on it by Monday.
But the biggest problem has been solved. The new version of compatibility with other mods will be released next week
Conqueror  [author] Aug 15, 2024 @ 11:03pm 
@akeean Thanks a lot ! This work is worth it when you see the result ! Even if it's quite complicated at times lol.
Conqueror  [author] Aug 15, 2024 @ 11:01pm 
@sigmars_disciple Thanks for the advice. For the compatibility problem with other mods I managed to solve it, thanks to 金花(see comment below). I did some tests with my mod and the "graetor's Empire Knightly Orders" mod and it seems to work very well, I'm really happy !
For the descriptions I was planning to redo them but it wasn't a priority yet. Now that the mod works as I wanted without the "land_unit_tables" I will be able to refine the details.
Conqueror  [author] Aug 15, 2024 @ 10:57pm 
@金花 By Sigmar ! YOU ARE THE MAN !! I didn't realize it could come from that, a big big big thank you !! You can't realize what a headache I went into trying to find the solution, when it was so simple !
sigmars_disciple Aug 15, 2024 @ 8:27pm 
I would assume it *could* work with mods that add formations to units?
But it would prob collide with mods that alter unit spacing or animations (such as one of the spiritual forefathers of this mod which "cleaned up" messy Empire formations a bit, I forgot its name right now, sorry!) <3

To me as a non-Native English speaker, the last sentence of your description kinda sounds like this mod cannot be activated with any other mods adding units to the game.... I'm pretty sure that's not the case, Maybe you just want to clarify that e.g. a mod with Empire cav units like graetor's or Sol's that are being added to the game will not benefit from this mod (as it only affects a relatively low number of Empire units, all from VANILLA....) Just thinking maybe rewording could clarify this better <3
akeean Aug 15, 2024 @ 8:26pm 
Great job! Not running it yet because of compatibility, but following to check back for progress later. Thank you for working to make the game better. Hopefully CA will see this and put it on their list of "non DLC patch changes' that seem to be now have a team.
sigmars_disciple Aug 15, 2024 @ 8:22pm 
+1 to the compatibility concern, that is def a key issue

But it sounds like you got it working for the most part - what about anm.meta, any news? Maybe the community can help <3

And as this is a probably very little understood area of the average mod user, the description here would greatly benefit with some more compatibility explanations. Maybe just a short list of "related" popular/visual mods that this CAN be run alongside (and others that shouldn't), like for example what about the Dismemberment Overhaul all-in-one mod or an Empire reskin such as ZC Empire Reskin 2.0
金花 Aug 15, 2024 @ 6:13pm 
Perhaps you should increase the priority of animpack, you can try renaming it and adding two at the beginning!! exclamatory mark
animations/database/battle/bin/!!chevalier_hr1_hu1_lance_shield.animpack
Conqueror  [author] Aug 15, 2024 @ 11:08am 
@ Lingling I just tried something earlier and it seemed to work for part of the animation but not for everything. The problem comes precisely from the anm.meta. I will work on it tonight, hoping to solve it. Thanks for the advice.
Lingling Aug 15, 2024 @ 10:29am 
I second the request for a version that doesn't override land units. It's a great mod but unfortunately compatibility with other mods is a concern. Have you tried naming your anm.metas or bin files with the vanilla file names so they replace them directly? This way you might be able to make it work without land units. Or you could try to ask the creator of the reload animation mod as his mod replaces the vanilla anims too.
Conqueror  [author] Aug 15, 2024 @ 7:40am 
@金花 This is what I've been trying to do for a while, but I'm having a problem because it's not working. I'll keep trying.
金花 Aug 14, 2024 @ 11:38pm 
:steamthumbsup:Thank you for your work. Can you create a version without land_units_tables and replace the original animation directly? This way, it won't conflict with other mods that modify the land_units_tables table
Paradux Aug 14, 2024 @ 12:31pm 
Thank you for clearing that up :)
Conqueror  [author] Aug 14, 2024 @ 11:20am 
@Paradux Oh ok I see ! Yes I didn't touch the basic animation in the fights, so there should be no problem
Paradux Aug 14, 2024 @ 11:02am 
@Conquerer I don't know how this all works under the hood, but different units perform better or worse than their stats suggest, because their animations are bad and they can't hit anything. That was the reason for my question, but I can see your mod not influencing it
Matt Aug 14, 2024 @ 9:01am 
Thank you, thank you, thank you, thank you!
Conqueror  [author] Aug 14, 2024 @ 6:33am 
@Paradux I don't know but I don't think so, there's no reason for it
Conqueror  [author] Aug 14, 2024 @ 6:32am 
@Guvenoren Yes I would have also liked it not to touch the land_unit but I can't do otherwise. But thank you!
BabyMoodeng Aug 13, 2024 @ 8:41pm 
dont think the yeoman would care
Paradux Aug 13, 2024 @ 10:51am 
Does it influence how well the affected units perform on the battlefield?
Guvenoren Aug 12, 2024 @ 10:58am 
Looks great. I wish it just didn't edit land_units.
Other than that, great!
cl_drawhud 0 Aug 12, 2024 @ 5:34am 
Fucking amazing i love it so much, thanks for the amazing mod!!!
RobbStark Aug 12, 2024 @ 12:55am 
Absolutely fantastic.

Well done!
emerald10005 Aug 11, 2024 @ 12:31am 
I've always thought that the vanilla lance animations weren't just right. Small mod but big difference, great stuff
Imperator Aug 10, 2024 @ 8:09am 
very nice mod ! is it possible to add chaos knight lance pls ?
Sir Nilbog Aug 10, 2024 @ 6:37am 
I never new I needed this but it looks SO much better!
Conqueror  [author] Aug 10, 2024 @ 6:21am 
Thanks for all your comments, I took a lot of time to make this mod, because I'm a novice in modding. I'm glad that players like it.
Conqueror  [author] Aug 10, 2024 @ 6:19am 
@Malice Yes, normally it is compatible with riskin. I use it myself !
Conqueror  [author] Aug 10, 2024 @ 6:18am 
I created the submod to have the flame effects, here are the links: https://steamcommunity.com/sharedfiles/filedetails/?id=3306362184
The basic mod is necessary, you must put it in first place before the base mod.
Mcragest Aug 10, 2024 @ 4:27am 
meanwhile High Elves crying