Cookie Eating Huskarl
Marquis
That one's pretty easy. Find the scabbard mesh you want to fix in the resource .brf and adjust the rotation and position as pleased, check in game to make sure the new orientation is favourable. Vikingr used the same method to make the axes look less awkward when holstered. It's just a lot of donkey work due to the trial and error nature of it.monoolho said:I am also trying to "fix" the katana position so the tip of the scabbard doesn't point to the sky, but I have no idea (yet) as how to do it, anyone messed with that before me?
Cookie's 'Fix' for Jacob's Animation for Gekokujo V.3
Switched over to mediafire.
Jacob's animation Submod 1.2 is out. I'm just updating my action.txt for this version of the animations.
DOWNLOAD HERE
Instructions:
1) Download from my google drive link.
2) Backup your old action.txt in case you don't like mine.
3) Paste it in your gekokujo folder.
4) Play the game. There shouldn't be any errors.
Changelog is as follows:
V.3
1) Updated action.txt to Jacob's animation mod 1.2. New musket idle and horse riding animations so pretty. Multi couch animations finally included from Jacob.
V.2a
1) Removed sword_run02 from 1 handed sword run animation. No more ninja run.
V.2
1) Changed greatsword (2h) run animation to only include sword_run01 and 03 and pike_run03. Other pike runs are too rigid for carrying a katana.
2) Staff_walk changed to exclude wide handed carry so that musketmen no longer dawdle weirdly when walking up a hill. One of the animations still look effy, but ehh.
3) Restructured some portions of the codes as per Jacob's hackstructions. There are no longer duplicates of animations (exception to the lancer_no_shield section as I'm waiting on Jacob's new couching animations).
V.1
1) Fixed Lancers from going T-shaped. The other two lancer_no_shield animations will be running vanilla's while I suspect Jacob forgot to add in the new couching animations.
2) Changed greatsword (2h) idle animations to exclude most pike_idle animations due to what I think would be a very bad way of resting a sword. Replaced with some of Jacob's sword_idle animations. Now your kanabo will rest on the ground while you rest. Very pretty.
3) Changed greatsword (2h) run animations to feature a mix of pike_run and sword_run (01 and 03, 02 was out of place for a heavier weapon), a charging bunch of samurai retainers looked more realistic to me after the change. I couldn't add in all the run animations I want due to the code limit in Jacob's file, and I will not be able to add more than Jacob intended unless I learn how to python overnight.
4) Changed staff_idle (polearms/muskets) to exclude the greatsword_idle animation. It was out of place. The greatsword_idle has been replace with one of the more relaxed pike_idles to maximize the probability of playing said animation.
Future maybes,
1) Might play around with pike_walk animations to only include animations with only narrow arm holds, the wide arm walk causes musket troops to look really weird when climbing a hill. done
1) Updated action.txt to Jacob's animation mod 1.2. New musket idle and horse riding animations so pretty. Multi couch animations finally included from Jacob.
V.2a
1) Removed sword_run02 from 1 handed sword run animation. No more ninja run.
V.2
1) Changed greatsword (2h) run animation to only include sword_run01 and 03 and pike_run03. Other pike runs are too rigid for carrying a katana.
2) Staff_walk changed to exclude wide handed carry so that musketmen no longer dawdle weirdly when walking up a hill. One of the animations still look effy, but ehh.
3) Restructured some portions of the codes as per Jacob's hackstructions. There are no longer duplicates of animations (exception to the lancer_no_shield section as I'm waiting on Jacob's new couching animations).
V.1
1) Fixed Lancers from going T-shaped. The other two lancer_no_shield animations will be running vanilla's while I suspect Jacob forgot to add in the new couching animations.
2) Changed greatsword (2h) idle animations to exclude most pike_idle animations due to what I think would be a very bad way of resting a sword. Replaced with some of Jacob's sword_idle animations. Now your kanabo will rest on the ground while you rest. Very pretty.
3) Changed greatsword (2h) run animations to feature a mix of pike_run and sword_run (01 and 03, 02 was out of place for a heavier weapon), a charging bunch of samurai retainers looked more realistic to me after the change. I couldn't add in all the run animations I want due to the code limit in Jacob's file, and I will not be able to add more than Jacob intended unless I learn how to python overnight.
4) Changed staff_idle (polearms/muskets) to exclude the greatsword_idle animation. It was out of place. The greatsword_idle has been replace with one of the more relaxed pike_idles to maximize the probability of playing said animation.
1) Might play around with pike_walk animations to only include animations with only narrow arm holds, the wide arm walk causes musket troops to look really weird when climbing a hill.