Total War: WARHAMMER III

Total War: WARHAMMER III

ABANDONED, USE NEW MOD [GLF] Battle Mage 战斗法师
162 Comments
Nukular Power 15 Jan @ 11:31pm 
thank you for updating this
=[NK]= Col. Jack O'Neil  [author] 20 Dec, 2024 @ 3:54am 
Thank you Dante
iDon'tSpeakRussian! 19 Dec, 2024 @ 3:32pm 
Feel free to dm me on discord should you need some help. I am not very active on discord lately but I'll help if I can :)
Dante 19 Dec, 2024 @ 2:31pm 
@iDon'tSpeakRussian! Already in the process of updating the mod for patch 6.0. Orc keys were easy enough but I want to spend some time to see if I can get the chariots up and running (including the new characters from 6.0). When I am done I will pop a link here.
iDon'tSpeakRussian! 19 Dec, 2024 @ 1:25am 
Crash can be fixed by just altering land_units_tables entries, updating table too.

But as to properly update/add characters you need to create new entries for new stuff added by CA in patch+alter animations for their "skeletons"(tricky part)
bnw82002 18 Dec, 2024 @ 10:01am 
The update to make this work isn't hard (just need to fix two orc rows) but I think adding in new characters and all that good stuff is beyond my ability to do. I wonder if Dante would pick this up since their skill is way above mine.
iDon'tSpeakRussian! 17 Dec, 2024 @ 7:32am 
If you have at least some basic modding knowledge and preferably at least saw how animpack looks or even better worked with it you can DM me on either @DaModdingDen or @Nexusmods.
I am willing to pass on what I know about animations and the way this mod works.
Due to the fact I've retired from modding I wont be updating any or our mods anymore.

I am there under the same name.
iDon'tSpeakRussian! 17 Dec, 2024 @ 7:17am 
Try asking Dante if he's interested. He's one of the boys cooking battlemage patches so he knows a thing or two :)

Or spam Original Author GLF :D
=[NK]= Col. Jack O'Neil  [author] 17 Dec, 2024 @ 1:57am 
On you going then 云海沉香 😂 I'm pretty much done with modding
云海沉香 16 Dec, 2024 @ 5:59am 
need update
bnw82002 12 Dec, 2024 @ 1:15pm 
It looks like this is causing CTD but no rush from me. Thanks for the update if/when you get to it!
浮夸s 8 Dec, 2024 @ 12:09pm 
Thank you for continuing to update this mod. With this mod, mages will be even more powerful:steamthumbsup:
=[NK]= Col. Jack O'Neil  [author] 1 Nov, 2024 @ 8:37pm 
🤷‍♀️ I don't know. Why don't you check?
一杯浊酒一份孤独 1 Nov, 2024 @ 3:09pm 
Is it applicable to 5.3?
iDon'tSpeakRussian! 22 Aug, 2024 @ 9:52am 
eh....that sounds like broken animations :D
=[NK]= Col. Jack O'Neil  [author] 22 Aug, 2024 @ 7:55am 
What is 'repair trool in ork'?
SzyMaro88 21 Aug, 2024 @ 11:34pm 
good u back :) without this mod i cant play this game anymore :) i have question can u give beast mage shoot from mounts and repair trool in ork they after one shoot stock and u must manual move him to shoot again i try repair this, but i suck with animation :(
=[NK]= Col. Jack O'Neil  [author] 21 Aug, 2024 @ 2:26am 
Haha
iDon'tSpeakRussian! 21 Aug, 2024 @ 12:55am 
Let's collectively agree that fck Mannfred is a way to go. It's even lore appropriate approach :D
Dante 13 Aug, 2024 @ 12:41pm 
Welp, one janky solution is to use Mannfred's idle animation so he fires by using his mind :D

No need to lift up his invisible staff or stand up as well.

Still do not understand why reusing 1174 for the RIDER shooting animations causes him to stand up but oh well. Thanks for your help :steamthumbsup:
Dante 13 Aug, 2024 @ 12:06pm 
Did not know I can do the same with RPFM as I do with AssetEditor. Unfortunately, its still the same. Same filepaths and all.
iDon'tSpeakRussian! 13 Aug, 2024 @ 11:17am 
so that's why you see it differently :D, try to open that animpack in RPFM enviroment and try doing what I mentioned. It should work from there. I don't know how to cook this stuff directly into .xml like in asset editor so I can't help you with that sadly
Dante 13 Aug, 2024 @ 11:15am 
It has always been AssetEditor for me.
iDon'tSpeakRussian! 13 Aug, 2024 @ 11:10am 
Dante are you working within RPFM enviroment to edit animpack or asset editor?
Dante 13 Aug, 2024 @ 8:46am 
As an aside, I am using the animation slots called "RIDER_FIRE_FORWARD_LEVEL", "RIDER_SHOOT_TURN_LEFT_90" and "RIDER_SHOOT_TURN_RIGHT_90".
Dante 13 Aug, 2024 @ 8:44am 
And yeah, that meta data for dragon rider is the exact same I'm using to test. Fires alright but of course they still stand up so I am still trying to figure out why.

Also when you mention fragment #, what is that referring to? I have always worked inside the .animpack files inside the AssetEditor and I do not believe I have seen numbers like that before. Only names of animations, meta and sound as well as the names of the animation slots.
Dante 13 Aug, 2024 @ 8:34am 
Oh I am also on moddingden discord under "Dante" as well. Cannot seem to definitively find you by searching "retired :D" or "russian" haha.

I'm self-taught on this AssetEditor stuff so I am just kind of feeling around in the dark regarding this.
iDon'tSpeakRussian! 13 Aug, 2024 @ 8:29am 
Filepath:
animations/battle/humanoid01/staff_and_sword/spell_casting/hu1_sfsw_cast_up_short_01.anim
Meta File Path: animations/battle/humanoid01/sword_and_shield/spell_casting/hu1_sws_cast_up_short_01.anm.meta
Snd File Path: animations/audio/battle/humanoid01/staff_and_sword/spell_casting/hu1_sfsw_cast_up_short_01.{1ks410u}.snd.meta

Here are meta's for dragonrider. Should be reusable for probably every character sitting on dragon doing casting, but you should always copypaste it from fragment 1174 from appropriate set if possible to make sure that if there are exceptions to this rule you won't have issues :D
iDon'tSpeakRussian! 13 Aug, 2024 @ 8:25am 
lastly, if you are not sure which animation set to use for this certain unit it's always good idea to start in land_units_tables, where you can find "man animation" that will point you to correct animation set
iDon'tSpeakRussian! 13 Aug, 2024 @ 8:23am 
also, I found the specific fragment you want metadata from
1174: RIDER_CAST_SPELL_UP_SHORT
as for sake of example I checked mannfred's dragon set
hu1_vampire_counts_dr1_zombie_dragon_wb_sword_and_shield
and yes, he has one. It's just they're not alphanumerically sorted by default so you may have to sort Animation IDs yourself before looking for it :)
iDon'tSpeakRussian! 13 Aug, 2024 @ 8:17am 
Dante you can find me at moddingden, from there just send me a DM. My discord is retired :D
=[NK]= Col. Jack O'Neil  [author] 13 Aug, 2024 @ 7:36am 
Just updated a few vanilla stats that needed done, and also removed the fire while moving to this submod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3308403240
Dante 12 Aug, 2024 @ 11:58pm 
@iDon'tSpeakRussian! turns out the linked discord invite is invalid. Taking a crack at fixing Dread King's dragon mount animation from OvN.

Already took a look at your katarin's and I see that "File" corresponds to the rider casting animation. But for mounts like the zombie dragon mounts (Dread King, Mannfred von Carstein, etc.), they do not have specific .anim files for rider specific animations for "RIDER_CAST_SPELL_UP_SHORT" or "RIDER_CAST_SPELL_UP_MEDIUM" and instead reuses the on-foot animations from "CAST_SPELL_*". Katarin for example has her rider-specific animations like "animations/battle/humanoid01/rider/frostwyrm01/katarin/spell_casting/*" with the "rider" prefix to indicate as such but these dragons do not have them.

But I see them cast normally while sitting down on their dragons so clearly they do have rider-specific casting animations. Any clues to point me in the right direction?
Mosketero 12 Aug, 2024 @ 12:02pm 
iDon´tSpeakRussian In Nexus Mods you will have the best fallout 4 mods. I love this game too. Have fun buddy
iDon'tSpeakRussian! 12 Aug, 2024 @ 8:43am 
I've discovered that I like playing fallout 4 again lately and I am sick of warhammer at this point, I was just bored while sipping coffee so I've cooked up the update. Hit me up in discord if you'll need some help with those animations or would like to learn more, Jack gave up when I gave him my explanation so be warned tho :D :D
iDon'tSpeakRussian! 12 Aug, 2024 @ 8:42am 
fragment 1555 is good as it is, but you'll need 1-3 mounted fragments, find fragment "rider cast up short", copy metadata from it and paste it to all 3 mounted shooting fragments you made. If you're not sure which ones to use for mounted characters check my katarin set in animpack. :)
reason why you want 3 fragments for mounted attack is to allow "turn and shoot while doing it" otherwise your guys will just keep spinning more then shooting
iDon'tSpeakRussian! 12 Aug, 2024 @ 8:39am 
I have pretty good idea how to fix it, it's just I am lazy :D
it's just metadata from character on foot, when used on mount will cause this to happen, you just need to rewrite metadata from some mounted fragment :)
Dante 12 Aug, 2024 @ 8:20am 
That bug where a character stands up on specifically a dragon plagues my submods as well so I am familiar xD
=[NK]= Col. Jack O'Neil  [author] 12 Aug, 2024 @ 7:22am 
Thank you! :)
iDon'tSpeakRussian! 12 Aug, 2024 @ 7:03am 
Patch 5.1.3 version has one minor issue I felt lazy to fix, elspeth on dragon will shortly stand up when firing, I believe she feels so awesome about her new magic shooting staff that she wants to stretch her legs from time to time :) You probably wouldn't notice if I didn't mention this, but it's on next revision fixlist, probably will be ironed out when new characters drop or CA fcks up our work again :D
iDon'tSpeakRussian! 12 Aug, 2024 @ 6:56am 
Patch five version is done, pending Jack to update the file.
=[NK]= Col. Jack O'Neil  [author] 11 Aug, 2024 @ 11:17pm 
Yeah, and as I've said everywhere, I don't know how to add the animation stuff, so would really love if anyone from the community can do it :)
Dante 11 Aug, 2024 @ 8:16pm 
There were some new characters added from the recent updates to the game:

Elspeth Von Draken
Empire Hero "Gold Wizard"
Nurgle Hero "Chaos Sorcerer of Nurgle"
Slaanesh Hero "Chaos Sorcerer of Slaanesh"
=[NK]= Col. Jack O'Neil  [author] 11 Aug, 2024 @ 7:55pm 
I'm surprised it works 😂 I was planning on just updating it after the next hot fix
Dante 11 Aug, 2024 @ 7:44pm 
Works for 5.1.3. Thanks for maintaining this mod, you two. Vastly contributed to getting my submods all updated :steamthumbsup:
iDon'tSpeakRussian! 30 Jun, 2024 @ 8:26am 
tables are easy, animations are where pain begins until you get a grip of how they work :D
=[NK]= Col. Jack O'Neil  [author] 30 Jun, 2024 @ 7:45am 
You could always learn to mod the required tables? :) I don't know them yet and have so many other things to sort out
Aether 30 Jun, 2024 @ 7:42am 
People have been doing that for a year to no avail :(
iDon'tSpeakRussian! 28 Jun, 2024 @ 6:01am 
I suppose you'd be better off pinging GLF's official mod asking for update