Total War: WARHAMMER III

Total War: WARHAMMER III

Conqueror: Chivalrous Animation With Effect
32 Comments
OHM 9 Jul @ 12:31pm 
Thank you ser
Conqueror  [author] 8 Jul @ 11:29pm 
@OHM Oh sorry I didn't see your message. But yes you have m'y permission to use it.
OHM 25 Jun @ 3:45pm 
Hi, love this. I'm trying to cut down my mod list bloat, I have 400+ mods. May I have your permission to add this to a compilation I'm making, please?

All credits to you of course.
WitcherHammer 19 Feb @ 7:48am 
Yeah was confused about title at first
Tingu 5 Jan @ 7:56am 
good job really:steamthumbsup:
=[NK]= Col. Jack O'Neil 18 Aug, 2024 @ 7:17pm 
Sick! Thanks for that change! My SFO submod is no longer needed for either mod :) Might be worth writing that in the descriptions :)
Conqueror  [author] 17 Aug, 2024 @ 9:55am 
The mod is updated to be compatible with almost all mods. "land_unit_tables" has been removed.
Conqueror  [author] 16 Aug, 2024 @ 2:52pm 
@sigmars_disciple Thanks for your suggestions. I'll take note of them, but I'm not sure about changing the title. I'm going to release an update soon and I was planning to maybe separate the 2 mods, it will no longer be necessary to have the basic mod but to choose between the version with the effects or without effects, to avoid accumulating too many mods. I'll see about the description and the title at that time.
=[NK]= Col. Jack O'Neil 16 Aug, 2024 @ 9:40am 
I think his title is fine.
sigmars_disciple 15 Aug, 2024 @ 8:11pm 
Just a suggestion, but instead of "With Effect" the mod title could say "Restores original VFX" instead to much clearer what this does ("restores" or "preserve" maybe?) If there's a mod called "Chivalroud Animation" and another one "Chivalrous Animation With Effect" then it rather sounds ike users should pick one or the other, and it sounds like the latter ADDS (potentially new) effects rather than what it does actually (keep the ones from vanilla).

Additionally, for WH3MM usage, adding "submod" to the title would make things faster to identify (that this needs to be run with the main mod), like so:

Conquereror: Chivalrous Animation (Submod) (Keep original VFX)
Just 10 cents from an experienced WH3MM mod freak with too long modlists HAHA <3
Conqueror  [author] 14 Aug, 2024 @ 6:35am 
You're welcome friend
=[NK]= Col. Jack O'Neil 12 Aug, 2024 @ 7:27am 
Thank you for that! I'll have a look later :)
Conqueror  [author] 12 Aug, 2024 @ 3:44am 
This tutorial also helped me https://tw-modding.com/wiki/Tutorial:AssetEditor . But a big part of the work was mainly comparisons with the base game and some mods.
Conqueror  [author] 12 Aug, 2024 @ 3:40am 
English is not my native language so it would be complicated to explain it well on discord. But I refer you to the youtube video of "Blind Leading the Colorblind" https://www.youtube.com/@blindleadingthecolorblind980
and "Dietrich Stauffer" https://www.youtube.com/@dietrichstauffer2848
it helped me a lot to understand.
Conqueror  [author] 12 Aug, 2024 @ 3:38am 
It's quite complex to explain in writing. But basically a good part can be done with .meta, like for example I can have a basic animation with .anim and I can change the animation of the left arm with .meta.
Conqueror  [author] 12 Aug, 2024 @ 3:38am 
Oh yeah! Actually I knew this trick, thanks
=[NK]= Col. Jack O'Neil 11 Aug, 2024 @ 9:26am 
I'm not sure about any of the anim pack stuff. The DB tables I'm fine with.
=[NK]= Col. Jack O'Neil 11 Aug, 2024 @ 9:25am 
Select a list of column of keys or values, copy as filter value, in the right-click menu
Then paste in the filter for the other mod. You can come to discord and I can talk more about it if you want.
Conqueror  [author] 11 Aug, 2024 @ 7:36am 
@=[NK]= Col. Jack O'Neil As for how to add the animation on SFO units, you just need to add the "Man Animation" to the right unit. For example to add chivalrous animation to the knight panther: on RPFM open your submod then you have to go to "db" - "land_units_tables" - then right click "add row" and add a new line with the knight panther of the basic SFO mod "emp_knights_panther" then in the "Man Animation" box add "chevalier_hu1_hr1_lance_shield".
After if you need to add the flame effects of a lance just add the "Man Animation" of the Knights of the Grall for example, etc.
I don't know if this is exactly what you are looking to do ?
Conqueror  [author] 11 Aug, 2024 @ 7:34am 
@=[NK]= Col. Jack O'Neil I'm not sure what you're talking about with "how to use the filter value function in RPFM", what is it?
Conqueror  [author] 11 Aug, 2024 @ 7:33am 
@=[NK]= Col. Jack O'Neil Yes no problem with your SFO submod you can do it ! It's nice of you to ask.
Conqueror  [author] 11 Aug, 2024 @ 7:33am 
@=[NK]= Col. Jack O'Neil Thanks for the tip with the "dependency manager" I didn't know. I just applied it to my mod. No need for me to tell people to define a specific order.
Scriptures_K 11 Aug, 2024 @ 6:43am 
Holy spam
=[NK]= Col. Jack O'Neil 11 Aug, 2024 @ 5:26am 
I don't suppose it's easy for me to learn how to do the anim stuff? I need to update the battle mages mod, as well as adding any SFO units with lance that might have flaming effects, but I don't know how
=[NK]= Col. Jack O'Neil 11 Aug, 2024 @ 5:24am 
Here is the SFO submod (Currently doesn't require this mod, but does the base mod. I will happily change it if that's a problem)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3307027536
=[NK]= Col. Jack O'Neil 11 Aug, 2024 @ 5:15am 
Also, do you know how to use the filter value function in RPFM to super quickly do the tables in your mod?
=[NK]= Col. Jack O'Neil 11 Aug, 2024 @ 5:13am 
And just to save an extra mod that I'd ask people to sub to, are you OK if I use this mod with SFO stats and just require your base, rather than ask people to sub to this and the base mod please?
=[NK]= Col. Jack O'Neil 11 Aug, 2024 @ 5:12am 
Thanks so much for this! Can I offer some modding advice please? Thanks so much for this! Can I offer some modding advice? Please try not ask people to change load orders, as it's not needed in warhammer if the modding is done right, plus, it confuses everyone and when they come to discord asking for help, it's because they've tried to adjust their whole list.
Depending if the base mod has scripts, then you would need you pack file to have a higher load order (Like an !), and 'if' dependency didn't work with the animations, and you did want to do it right, you'd have to pull this mod and re-upload with the proper load order.
=[NK]= Col. Jack O'Neil 11 Aug, 2024 @ 5:12am 
But, there is a function in RPFM that you can 'force' another mod to run before it. This is called the dependency manager. If you open up this mod in RPFM, and right click on Chivalrous_Animation_with_effect.pack on the top left, go to open, dependency manager, and then just paste Chivalrous_Animation.pack in a new table (Shortcut is ctrl+shift+v), and then save, it will load the other mod before, and noone has to adjust any load orders. Be careful about doing this with big mods like SFO though.
Your Mother 10 Aug, 2024 @ 3:21pm 
much better!
Tingu 10 Aug, 2024 @ 9:00am 
nice:steamhappy: