Here's a quick-fix for people wanting to use the new Crouch feature with Warband mods, using a simple cyclic animation I built. If you're familiar with Module System it won't take long.
It's not perfect; I really didn't have much time to make it and test it, and it probably needs another 30 frames and double the timing loop to feel a bit more natural along with some other touchup, but it's certainly better than nothing
First, download this BRF and install it as normal.
Second, import the new NW-patch animations into your mod's module_animations code.
I'm not going to provide detailed instructions for that part at this time; basically, NW added new animations that used up some of the "unused human" slots, so if you have any custom animations, you need to move them down and get the new ones into your source. But if you're a newbie to all this and you barely know your way around the Module System, don't panic: if you haven't customized any animations at all, you just need the current 1
.151 module_animations.py in your source.
Third, you need to install Psiphoon's custom musket reload animations, if you want to follow all of this to the letter. I don't think my version's significantly different than the original, so this should work. This isn't actually required, but if you use the code I'm posting, bear in mind that I didn't write it for the stock Native reload animations, but it should work for "ready_musket" etc.'s animation references in anim_human.
Fourthly, convert the module_animations section concerning crouch behaviors with this code:
That's pretty much it for now. If anybody has some time to refine the animations a bit for each weapon state, that would be nice, but this one's generic enough to work with most weapons and shields that actually allow Agents to crouch atm.
It's not perfect; I really didn't have much time to make it and test it, and it probably needs another 30 frames and double the timing loop to feel a bit more natural along with some other touchup, but it's certainly better than nothing
First, download this BRF and install it as normal.
Second, import the new NW-patch animations into your mod's module_animations code.
I'm not going to provide detailed instructions for that part at this time; basically, NW added new animations that used up some of the "unused human" slots, so if you have any custom animations, you need to move them down and get the new ones into your source. But if you're a newbie to all this and you barely know your way around the Module System, don't panic: if you haven't customized any animations at all, you just need the current 1
.151 module_animations.py in your source.
Third, you need to install Psiphoon's custom musket reload animations, if you want to follow all of this to the letter. I don't think my version's significantly different than the original, so this should work. This isn't actually required, but if you use the code I'm posting, bear in mind that I didn't write it for the stock Native reload animations, but it should work for "ready_musket" etc.'s animation references in anim_human.
Fourthly, convert the module_animations section concerning crouch behaviors with this code:
Code:
["crouch_unarmed", 0, amf_client_prediction,
[4.0, "crouch_standard_xeno", 0, 30, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],
],
["crouch_single", 0, amf_client_prediction,
[4.5, "crouch_standard_xeno", 0, 30, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],
],
["crouch_greatsword", 0, amf_client_prediction,
[5.0, "crouch_standard_xeno", 0, 30, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],
],
["crouch_staff", 0, amf_client_prediction,
[4.25, "crouch_standard_xeno", 0, 30, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.0],
],
["crouch_crossbow", 0, amf_client_prediction,
[4.15, "crouch_standard_xeno", 0, 30, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.0],
],
["crouch_ready_pistol", acf_rot_vertical_sword|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_keep|amf_client_owner_prediction|amf_rider_rot_pistol,
[0.3, "anim_human", combat+2500, combat+2515, arf_blend_in_8],
],
["crouch_release_pistol", acf_rot_vertical_sword|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_client_owner_prediction|amf_rider_rot_pistol,
[0.3, "anim_human", combat+2520, combat+2527, arf_blend_in_1],
],
["reload_musket_full", 0, amf_priority_reload|amf_use_weapon_speed|amf_play,
[2.0, "psiphoon_musket_reload_revised", 0, 320, arf_blend_in_8],
],
["reload_musket_two_third", 0, amf_priority_reload|amf_use_weapon_speed|amf_play,
[2.0, "psiphoon_musket_reload_revised", 110, 320, arf_blend_in_3],
],
["reload_musket_one_third", 0, amf_priority_reload|amf_use_weapon_speed|amf_play,
[2.0, "psiphoon_musket_reload_revised", 250, 320, arf_blend_in_3],
],
["crouch_pike", 0, amf_client_prediction,
[3.3, "crouch_down", 0, 150, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.0],
],
["crouch_pike_recover", 0, amf_priority_parried|amf_use_weapon_speed|amf_play,
[1.2, "crouch_standard_xeno", 0, 30, arf_blend_in_3, 0, (0, 0, 0), 0.0],
],
That's pretty much it for now. If anybody has some time to refine the animations a bit for each weapon state, that would be nice, but this one's generic enough to work with most weapons and shields that actually allow Agents to crouch atm.