tModLoader

tModLoader

Overhauled Item Animations
174 Comments
Bolge5 13 Jun @ 2:16pm 
breaks claymore from bone serpent
N0t_UNowen  [author] 7 Jun @ 6:55am 
yes, its a projectile, not an item
sleepydriedtomatoes 6 Jun @ 9:36pm 
so vortex beater isn't included? is there a problem with how it's rendered which doesn't allow it be affected by the mod?
N0VIS.4 3 Jun @ 7:34am 
I found a bug, when you move in minecart there always sparks and sound of the brake.
N0t_UNowen  [author] 3 Jun @ 5:00am 
Not possible sadly, the current implementation of tModLoader's player modification code and what not disables any mods' ability to be client-sided.
Syntheta 2 Jun @ 11:17am 
would it be possible to make a version of this mod that is exclusively client side?
Lithobraker 6 Mar @ 9:51pm 
Update: I disabled the "Smooth Item Animations" for these items and the spin stops, but recoil still works. Not quite -ideal-, but still, thank you!
Lithobraker 5 Mar @ 11:40pm 
I did already disable the recoil animation on these items; when I did this spinning behavior stopped. I'm not sure if this is fixable on your end, but I will note that I don't remember this happening before. I'm fairly sure at least the Thermocline Blaster worked fine previously.
N0t_UNowen  [author] 5 Mar @ 11:12pm 
Try blacklisting them on the "Smooth Item Blacklist" in the server config
Lithobraker 5 Mar @ 8:12pm 
I've noticed that certain modded items will do a full 360 degree spin when recoil is enabled, unless the character is looking down and to the right.
So far, I've only seen this with these Calamity items: Thermocline Blaster, Animosity, and Hydra.
I've noticed that all of these have some sort of special effect that triggers when firing. The Thermocline Blaster has a smoke puff that comes out of the gun, the Animosity spawns its own spent magazine, and the Hydra has extra shotguns on chains that fire along with the user.
Marlux 10 Feb @ 10:16pm 
the mod is good, but there are some items that still rotate when the function is turned off. I don't know if that's intentional, but things like the Flare Gun are specially bugged.

blacklisting the items solves the problem, but I don't know of all the items that may behave like this.

May I ask for a global toggle for the item rotation function?
N0t_UNowen  [author] 4 Feb @ 1:38am 
Have you restarted your game? That worked for me
ciemny_dark 27 Jan @ 9:01am 
Thanks, now is everything fine.
N0t_UNowen  [author] 27 Jan @ 3:49am 
Alright, it seems to be fixed now but it need some testing from others
ciemny_dark 27 Jan @ 1:27am 
It seems to me that this mod conflicts with remnants and wombat mod. When I turn off Overhaul mod everything works normally. But a strange situation, on Friday everything was ok. (arrows on keyboard means WASD)
N0t_UNowen  [author] 26 Jan @ 2:31pm 
Not exactly sure about that bug since this mod doesn't change inputs at all
ciemny_dark 26 Jan @ 11:51am 
How to fix that my character walks backwards when i change direction with arrows on keyboard?
PSA, disable sword draw if you want the mods weaponout and armament display to work
Bruce Prince 9 Dec, 2024 @ 11:11am 
PLEASE BRING THE FIRE SPREAD FROM THE ORIGINAL OVERHAUL
Venomyl 19 Nov, 2024 @ 12:05pm 
pretty sure its a bug on this side
Venomyl 3 Nov, 2024 @ 10:53am 
The Orchid Mod's Guardian Hammers' animations are broken with this mod enabled
ManOfHighCulture 19 Oct, 2024 @ 3:22am 
I have a question and a suggestion:
- Why are some weapons, such as Phantasm or Vortex Cannon, not displayed in the character's hands?
- Is it possible to add an option to select a one-handed (like magic staffs) or two-handed grip (like bows, crossbows, guns) for weapons?
Guardians6521 3 Oct, 2024 @ 9:07pm 
When Using Vanilla aim animations for guns, it displaces the location of the weapon from the hand. This is not configurable with offset and does not change with any setting manipulation other than turning vanilla aim back off. I'm using "Weapon Out" personally for the "low ready" animation, and when I fire/use the weapon displaces from the hand. It kinda breaks the immersion, as with vanilla aim disabled and using your mod, it works correctly and does not displace from the hand when using a weapon. Very enjoyable mod. Thank you!
Bloodkill277 3 Oct, 2024 @ 2:08pm 
I NEEDED THIS
ㅇㅅㅇ 19 Sep, 2024 @ 12:50pm 
could you add a gun sound overhaul too
Uiopik 15 Sep, 2024 @ 3:04am 
yeah so i noticed that with this mod while playing multiplayer with my friends im having lags but without me and my friend play lagless
Chox 30 Aug, 2024 @ 1:28am 
@zero_ares_IV nope, the mod was made after overhaul to emulate how that mod change's the visuals on all guns
Zero Ares IV 17 Aug, 2024 @ 1:58pm 
Is this mod used in Terraria Overhaul? Cause it looks very similar to the gun fx in it.
N0t_UNowen  [author] 5 Aug, 2024 @ 2:06am 
Should be fixed now, also added a blacklist for sword hold outs for future cases where this bug happens again
Lithobraker 4 Aug, 2024 @ 5:16pm 
I've noticed that the "Sword Holding Animation" option causes you to have two Sergeant United Shields when holding it.
If possible, I think a good addition would be to add a configurable blacklist for this item holding feature, like the other ones have.
Francesco132 30 Jul, 2024 @ 12:10pm 
i have a bug, i dont know why but my weapons duplicate. If i have for example a bow and i move my head i have 2 bows, one looking where i am looking and the other one looking forward. When I shoot this bug dissapears but i dont know why I have double weapons pls help
Maritisa 24 Jun, 2024 @ 7:42am 
Could you please add an exceptions field to the "hold item out" section? I've got some mod items that are not supposed to render when held that this mod is causing me to hold out that I would really like to fix, since I otherwise love this mod.
черный маленки 21 Jun, 2024 @ 12:51am 
получил пизды от слизня
вышел и получил пизды от бати
N0t_UNowen  [author] 1 Jun, 2024 @ 5:55pm 
In game config, go to animation settings, click the one with a red dot, you will find "item hold out" or some shit then you can click on the box, search the name of the item, the set the offset, then save the config.
Telecompany_Vid 1 Jun, 2024 @ 9:36am 
in game config or some specific config in files? Could you please give more explanation how to do that?
N0t_UNowen  [author] 1 Jun, 2024 @ 6:15am 
You can manually adjust them in the mod config
Telecompany_Vid 1 Jun, 2024 @ 4:07am 
hey, can you fix offset of some calamity guns or is it not possible?
liklku 20 May, 2024 @ 6:29pm 
dude how the f*** is this not popular
CRACKSMOKER99999 2 May, 2024 @ 3:37pm 
literally the greatest mod owner ever take all my shit
Chox 2 May, 2024 @ 2:54am 
@N0t_UNowen thanks for the quick fix :)
N0t_UNowen  [author] 1 May, 2024 @ 10:13pm 
mod should work properly now
N0t_UNowen  [author] 1 May, 2024 @ 10:13pm 
@Chox Raven @Spicy that has been added
N0t_UNowen  [author] 1 May, 2024 @ 7:30pm 
It appears that the recent tModLoader update broke this mod, working on a fix rn and as well as adding item offsets in the config
Chox 1 May, 2024 @ 1:03pm 
Can you add an option to change the offset of weapon sprites? I'm having the same issue as the last person where the guns don't line up with the character's hands
Spicy 21 Apr, 2024 @ 4:56pm 
Can you change the offset of the weapons itself? I'm using the Fishguns mod and some weapons are way too high compared to where the bullets are coming from, when vanilla animations are active the guns have the proper offset.
majorinconvenience 28 Mar, 2024 @ 5:17pm 
is this mod compatible with terraria overhaul itself?
SpecyJ 28 Mar, 2024 @ 2:21am 
Also thanks for making this mod and finding solutions to my problems. And sorry for so many comments. I just wanted to ask if you can help build solutions so that me and others don't have to suffer Tmod's inherent glitches. I'm going around asking others too.
SpecyJ 27 Mar, 2024 @ 4:00am 
Oh I see. I just noticed that despite Vanilla Terraria fixing that velocity bug. That problem managed to sneak under the Tmodloader dev radar and is still yet to be fixed. I hope they fix it in the 1.4.5 update. I just wished there were a small mod to fix that mod if the devs don't.

As well as a mod that makes niche explosions NOT hurt ONLY one single enemy at a time if it hits a block and actually damage the whole horde like explosions are supposed to.

Thanks for sharing your experience it'll be useful in fixing the issues as I'm sure I'm not the only one who had this velocity glitch. I consulted a few other mod creators and they all said their Tmodloader games were working fine or were as confused as I was, and I almost felt like I just had bad luck or something.
N0t_UNowen  [author] 26 Mar, 2024 @ 4:23pm 
It's caused by how vanilla handles default knockback. A projectile with 0 velocity is defaulted to knock enemies to the right. The Ressonance scepter has this bug because the shockwaves have 0 velocity
SpecyJ 26 Mar, 2024 @ 9:24am 
@N0t_UNowen Thank you so much. And don't worry. I was not blaming your mod for the glitch at all. I know it was something else. I honestly saw your mod as the solution and not the problem. Been trying to slowly find mods that could help fix those infamous glitches.

(By the way I've been trying to figure out a problem, but a lot of area of effect explosions besides the vanilla baseline coding tend to knock enemies to the right towards me even if I fire at the left. I know it's nothing to do with this mod but since you knew about the previous glitch I wonder if you know what might be causing this other one. I assume it's either Journey mode because I always play that way or a leftover bug from the resonance scepter. Also some rare explosions like explosive bullets only damage one enemy if they hit a block but hurt all enemies within radius if they hit an enemy. Calamity Mineral Mortar also does that)

Thanks for helping me.