This is the latest release of my on-going mod project. With this mod I hope to make combat look more natural without making large mechanical changes. I especially want to improve the transitions between different animations - from blocks to attacks, and from one attack to another. This version of the mod replaces the blocks and attacks for all melee weapons used on foot, as well as the archery animations. Criticisms and suggestions for all animations are more than welcome - the fact that an animation appears in a fancy, Jabarkis-produced trailer doesn't mean I won't change it!
These animations are open for other modders to include in their projects, as long as accurate credits are given. If you want to include them in your mod, just post in this thread or send me a PM.
Just extract the “Combat Animation Enhancement" folder from the .rar, and put it in the “Modules” folder (e.g., My Computer > C Drive > Program Files > Mount&Blade Warband > Modules). You can then select the mod from the drop-down menu to play Native with the new animations.
To use these animations with other modules
[Please note, if the "other module" in question has changed animations, this procedure might mess it up. If you want to plug the CAE animations into a mod that has its own new animations, send me a PM and I'll give you instructions.]
To use these animations in other modules, you should first replace the "skeletons.brf" file in CommonRes with the "skeletons.brf" file from the Combat Animation Enhancement (CAE) mod folder. You then need to copy the "actions.txt" from the CAE folder, and use it to replace the "actions.txt" from whichever module you want to play with the new animations.
So first, open the CommonRes folder (in the Mount&Blade Warband folder), and make a backup of the "skeletons.brf" file that's in there. Next, open the Resource folder in the Combat Animation Enhancement module folder, copy the file "skeletons.brf" from there and paste it into the CommonRes folder. Then, copy the "actions.txt" from the Combat Animation Enhancement folder, and paste it into whichever mod's folder you want to use the animations with.
Alternatively, you can copy the "skeletons.brf" from the CAE Resource folder, and put it into the Resource folder of any other mod. Then, open the "module.ini" in the relevant mod's folder, seard (Ctrl+F) for "skeletons", find the line "load_resource = skeletons", and change it to "load_mod_resource = skeletons". You'll need to put the actions.txt from CAE into the mod's folder as well.
It's even possible to modify Native to use my animations in standard multiplayer. But please note, while you can use these in a multiplayer module, you will get hit-detection errors when playing online. The game bases hit-detection partly on the animations - and in multiplayer, hit detection is decided by the server (and therefore the server's animations). So the size of the hit-detection errors will depend on the mismatch between the Native animations and the CAE animations (it's usually small).
If you want the animations to work fully in a multiplayer mod, you can always suggest it to developers of that particular mod and they can contact me about it.
I've posted the code from the CAE module_animations.py file here. Feel free to use it!
Alternative trailer links
First Release Trailer
Spear & Shield Trailer
Two-handed Swords Trailer
Special thanks to:
My brother, Jabarkis, for advice and assistance, for making the trailers, and for making the vertex animations for bows.
My friend, Damian, for being an actor in the polearm, archery, and two-handed sword trailers.
Forumite Outlawed, author of the upcoming mod, Warband: Total Realism, 1148 A.D., for helping me to make the first release download/installation actually work.
Other community members for feedback and encouragement.
The TaleWorlds developers, for making the game!
Advertise the mod with a fancy signature:
[url= http://forums.taleworlds.com/index.php/topic,134185.0.html][IMG] http://img191.imageshack.us/img191/9056/caebannertwohandedsword.gif[/IMG][/url]
Plans for the Future
At some point in the future I plan to:
~ Change the polearm grip to be further down the haft and remove the two-handed grip from longaxes.
~ Animate some of the blocks so that they respond to impacts
~ Remove or resize the Rhodok cleavers and hammers
~ Possibly make mechanical changes to archery
~ Possibly make new animations for swapping equipment (drawing swords, readying shields, etc.)