A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

Axes are Seaxes
36 Comments
Appraiser  [author] 9 Mar @ 11:48am 
@Eldar_Nerevar

There certainly is!

If you're familiar with RPFM and know how to use it then really all you need to to do is open up the packfile and replace any seax models with swords instead.

The only thing you need to keep in mind is that variantmesh files can only have a maximum of 5 unique variants; any more than that and they'll just get ignored. There is a way to get more than 5, but that requires you to edit each unit in the game to use multiple sets of weapons.

Mind you, that is how it works in recent TW games; it has been a very long time since I last played ToB, but I can't imagine that it's very different structurally.

Let me know if I can help you with anything.
Eldar_Nerevar 9 Mar @ 6:15am 
hey is there a way of me changing this using rpfm to have seaxes mixed in with axe's?
Appraiser  [author] 2 Jan, 2021 @ 3:27am 
Sorry it took time to write back, I went to bed as soon I wrote to you the first time.

But to answer your question though; yes, all you need to do is modify the mesh data inside the variantmeshdefinition files. In other words, grab the mesh data from any sword variantmeshdefinition file, and then paste that inside any axe variantmeshdefinition to replace their appearance.

There are no shortcuts that I know of, so you'll need to do this for all axes in the game, but if you're modifying my mod then it'll only take a couple minutes to do so manually.
Chidy1776 1 Jan, 2021 @ 5:34pm 
i just wasnt sure how you changed the models originally, if you just went in to the varient mesh and changed them all one by one, or if there was some script that does it for all axes or something
Chidy1776 1 Jan, 2021 @ 5:32pm 
i think i know what youre saying. you mean in the varient mesh and just change their weapon model to the sword i want?
Appraiser  [author] 1 Jan, 2021 @ 4:02pm 
Well, it's really just as simple as replacing all the axe textures in my mod with sword textures using PFM. If all that sounds a bit outlandish to you, I could whip up a quick tutorial if you're really curious.
Chidy1776 1 Jan, 2021 @ 2:34pm 
i love this mod since ilove sword infantry. I was wondering how exactly you went about changing all axes to seaxe, as i was thinking about making it regular longswords instead of the seaxe.
johncage 3 May, 2020 @ 1:12pm 
wow ca are really fucking lazy.
Azshara 3 Oct, 2019 @ 1:00pm 
@Appraiser exactly! you gotta think, those nords back in the 900s were on some good shit. just 1 of them held off a whole army at a bridge with a pointy stick, only reason he died was cause the blokes attacking him stabbed him in the balls like 20 times
Appraiser  [author] 3 Oct, 2019 @ 12:08pm 
@Azshara Well, if Michael Myers can stab someone with a shotgun (and then through a wall) then I suppose that some bloke from the 900s using an axe isn't that far-fetched.
Azshara 3 Oct, 2019 @ 8:06am 
maybe those axemen shoving it through the chest cavity of his opponent like a sword is just really strong
Emperor Stanwyck 5 Apr, 2019 @ 10:52pm 
You smart bastard.
Trio 7 Jan, 2019 @ 12:28pm 
thank you for the response... nice mod though btw those axe animations really annoy me i actually turned the game off once when i saw a guy stab someone with an axe
Appraiser  [author] 7 Jan, 2019 @ 8:20am 
@MeGaMaN Well, technically the mod should already be working for any units that Radious has created. All axe units, whether they're custom or vanilla, will all use saxes during battles; the only problem is that Radious' units will still be referred to as "axe men" by the game, and their unit portraits will still show them holding axes. It's a small gripe, but an understandable one.

I could look into making a seperate version for Radious units at some point that fixes these problems, but don't expect it immediately. I've personally never cared much for the Radious mods out of principle, but I suppose there would be no harm in branching my own mod into theirs when I don't have anything better to do.
Atlas 7 Jan, 2019 @ 7:55am 
awesome, thanks!
Trio 7 Jan, 2019 @ 7:54am 
Any chance you can update this so it works with the new added radious units? thanks
Appraiser  [author] 7 Jan, 2019 @ 1:52am 
@Atlas I updated the mod the moment the new update came out. I played quite a bit during that time without problems too, so if you're experiencing issues I would implore you to check what mods you're using and see if it might be some incompatibility error.

Or just redownload the mod, that might work too.
Atlas 6 Jan, 2019 @ 9:04pm 
will you update this?
Appraiser  [author] 4 Oct, 2018 @ 12:24am 
@aidansumnerg I'm not much of a historian when it comes to this stuff, although I would wager that axes, while perhaps not as widespread in warfare as these games portray, were still much more common-place than seaxes. From what I've read, seaxes were pretty much not used for combat whatsoever, and were almost exclusively used in hunting, or perhaps used in a pinch during an assassination attempt or something along those lines.

Still, when it comes down to accurately portraying medieval warfare, or making sure that said medieval warfare is actually working properly, I would personally go for the latter; and I suppose that a good deal of people agree with me on that sentiment.

It's not ideal, I would much rather that axe units actually had their own animations so this mod wouldn't be necessary, but we all gotta make due with what we have, eh?
Ġedryht of Wōden 3 Oct, 2018 @ 8:35am 
Axes were used to stop people but... just not to that extent.
Appraiser  [author] 27 Sep, 2018 @ 1:07am 
Alright, to any of whom it may concern, I got a quick statement about the overall status of this mod.

At this stage, I believe I've done pretty much everything that I wanted to do with it, up to and including things I didn't even think about until after development began. The only thing I can possibly think about changing on the top of my head is to include the vanilla English Seaxmen in the seax category, seeing how these guys appearently have pretty much identical stats as regular axemen. I'm just a bit hesitant from doing so, as this mod is supposed to only affect actual axe units. Aside from that, there really isn't anything left for me to update, unless I discover some small trivial thing that I overlooked.

If you do discover anything, or if there's something you'd like to be changed, do let me know; and we'll see if it can't be fixed. Otherwise, consider this mod to be officially done.
Appraiser  [author] 26 Sep, 2018 @ 9:03am 
@Freitag You are most welcome. Alltid glad att kunna hjälpa till.
Freitag 26 Sep, 2018 @ 8:51am 
Thank you for this mod! Beautifully crafted and sooo neded! Tack så mycket!
Appraiser  [author] 24 Sep, 2018 @ 2:30pm 
Just wanted to chime in thank all the people who helped me get this mod to the front page. This being the first mod that I've ever published, I'm very proud that it actually got that far.

I know that I probably shouldn't be too happy considering that the only reason this mod even exists is to cover up the animation shortcomings for this game, but still, just knowing that I created something that actively improved the experience for a lot of people (however slightly) makes me very happy.

And hey, I know that it's a long shot, but this whole thing could actually help incentivise CA to finally introduce seperated animations for their upcoming releases. In a way, by subscribing to this mod, you're not just using it for your own agenda, but also shining a light to a problem that's been around for far too long. It's a pipedream, sure, but honestly I don't think it's THAT far-fetched.

In any case, thanks for putting up with my rambling, guys; stay awesome.
Appraiser  [author] 23 Sep, 2018 @ 1:56pm 
@-.- Actually I'm Swedish, but I suppose my subconscious Canadian persona took over for a split second whilst I was writing that one sentence. In any case, thank you for checking out the mod.
-.- 23 Sep, 2018 @ 1:18pm 
You wouldnt happen to be Canadian, eh?

great mod, great descrip 10/10
Appraiser  [author] 21 Sep, 2018 @ 5:38pm 
@georgi I'm actually a bit surprised that I'm getting more flattering from the description rather than the mod itself. Regardless, it fills my heart with pride knowing my authored tomfoolery actually got a number of people to smile. Hopefully it won't go to my head, and hopefully I will eventually figure out something else that's mod-worthy, so that I may continue in my endeavour to further improve my linguistic capabilites. Thanks a bunch, guys, you're the best. <3
dooly 21 Sep, 2018 @ 2:56pm 
Bro that description is hilarious
Appraiser  [author] 20 Sep, 2018 @ 8:37am 
@CullingTime Aye, 'tis truly bizarre that this particular problem has gone unaddressed ever since Rome 2, and the fact that it wasn't fixed for their installment that's based almost entirely on vikings is even more disappointing.

What's so strange about this is that I know for a fact there exists 1-handed axe animations, since a few of these were actually used on the campaign map in TW Attila after you won a battle (or lost it, depending on which general was actually using the axe). Yet these animations still haven't been incorporated into actual axe units, even though there exists more of those in ToB than it does sword units, which is quite frankly ridiculous.
Ronin 20 Sep, 2018 @ 5:14am 
It's so ridiculous that modders have to fix something so simple. These companies are worth millions. They're employees have degrees fss.. yet they're too lazy to even fix combat animations... in a game that's all about fking combat. Shame on you CA.
Appraiser  [author] 9 Sep, 2018 @ 10:14am 
@Fequois Thank you for the kind words, it really means a lot to me. I have a few personal mods that I might consider porting over if I can write something witty to go along with them. All of it is very basic stuff, I assure you.

Now look, I know that this mod isn't all that popular, but I'm gonna be honest, I didn't think that it would get HALF the subscriptions that it currently has. I thought that this was a pretty obscure issue that most people didn't even care about, (and to be fair, that may still be true) but whatever the case, it makes me feel better knowing there are actually folks out there who are just as pernickety as I am. <3
Fequois 9 Sep, 2018 @ 8:29am 
Indeed, you need to make more mods if only to have to write a description.
Appraiser  [author] 7 Sep, 2018 @ 11:19pm 
@Nihilus I'm glad you enjoyed it. Not intending to toot my own horn or anything, but I definatly find my editorial skills to far surpass my modding skills, which is pretty much why I went all out with it.
Hawk 7 Sep, 2018 @ 7:42pm 
honestly fantastic description lol
Berserker 5 Sep, 2018 @ 7:20pm 
I just want that CA fixes this stupid bug instead of us making mods for it. Anyway thanks for your mod gonna check it out
Nigerian Prince 5 Sep, 2018 @ 2:51pm 
This is fucking great lol