Mods / Combat Overhaul: Idle Reanimation

Tags: #Tweak #Weapons
Author: goonalgaib
Side: Both
Created: Oct 7th at 4:57 AM
Last modified: Oct 14th at 11:48 PM
Downloads: 1557
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Recommended download (for Vintage Story 1.21.4 - 1.21.5):
Combat-overhaul-idle-reanimation.zip  1-click install


 

Requires: Combat Overhaul & Combat Overhaul: Armory

This mod currently adds/adjusts attack, parry or/and idle animations for:

  • Greatswords
  • Maces (this includes warhammers)
  • Falxes
  • Spears
  • Pikes
  • Light Shields
  • Long Swords
  • Long axe (With custom directional attacks!)
  • Sabres
  • Javelins
  • Short swords
  • Clubs

 

This mod also includes compatibility patches for two of my other mods: Blackguard Additions: Combat Overhaul Compatible Redux and Forlorn Additions Combat Overhaul Compatible.

More to come in the future when I have more free time!

Credits:

Aoldri For allowing me to use his amazing mod as a base! https://news.kalataka.ru/combatoverhaulreanimated

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.0
1.21.4 - 1.21.5
1557 Oct 7th at 4:58 AM Empty Combat-overhaul-idle-reanimation.zip 1-click install

13 Comments (oldest first | newest first)

💬 EthelVril, 1 day ago

Same problem as Dovinya , ancient armory doesn't work

💬 Dovinya, 2 days ago

Haven't done much testing with the mod yet but I am loving it. It basically combines the idle animation mod and the reanimated mod into one.
Only holdoff for the right now is that it doesn't work with ancient armory just yet. My Seraph seems to think the warhammer is a long axe at least so the hammer is just kinda between his hands 

💬 HB866, 6 days ago

As reported from a previous user this just.. Breaks support beams in base game? LOL

💬 Reysol, Nov 14th at 1:34 AM

Pikes seem to be missing their "combat stance" in first person. So if you attack in first person the pike just goes back to the idle animation right away. Seems fine in third person though.

💬 badtigra, Nov 4th at 7:50 PM

seems to break support beam functionality

💬 FaustDoe, Oct 27th at 9:44 PM

Is this back-compatible with 1.21.0? Or, if not, could you backport it? Thanks.
-FaustDoe

💬 RaptorMother, Oct 15th at 8:47 AM

having tested it a bit, not with everything but a few weapons, I will say: 
It's peak.

Even just the longaxe animations add so much.

CO suffers a bit with the non-custom animated weapons being basically useless compared to the others, cause the range for something like a mace is terrible compared to, say, a longsword.

Having custom animations solves that so, so much.

This is amazing.

💬 DrDumbass, Oct 8th at 10:48 PM

Keeping my eye on this one, great work!

💬 Siegfried_Brehl, Oct 7th at 10:56 PM

goonalgaib
No worries! Thanks for responding, take your time!

 

💬 goonalgaib , Oct 7th at 7:02 PM

Siegfried_Brehl That was my initial goal but I couldn't get it to work, I'm going to do it later when I have more time.

💬 Siegfried_Brehl, Oct 7th at 1:18 PM

Do you think you could make this compatible with ancient armory? 

 

💬 goonalgaib , Oct 7th at 12:23 PM

RaptorMother I'm gonna make one when I have more time, had to rush the release because I made it mostly for community server I'm part of (Tales of Aldravaine). Basicly its what was added in combat overhaul reanimated by Aoldri + Idle animations + long axe animations for now.

💬 RaptorMother, Oct 7th at 7:36 AM

adjusting animations for CO is a lot of work, so kudos for this. Is there any video/gif examples?

 (edit comment delete)
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