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Thread: [Submod] [Released] Horse Fighting Animations

  1. #1

    Default [Submod] [Released] Horse Fighting Animations

    This is a simple mod that adds in some custom battleconfigs / animation tables in order to add what I named the Katri animations. Basically, a cav unit using these animations will charge with their yari, and then switch over to katana when in close quarters vs infantry. When cavalry with these animations fight other cavalry, they sometimes use their katanas, and sometimes use their yaris. Foot units / dismounted cavalry units using these animations will behave the same way, with a variety of animations to choose from to dispatch a foe, using both their yari or their katana!

    Changes from previous versions (when it used to be horse only!)

    It is my understanding that samurai on guard duty were required to keep yaris. As such, Katana_Dojo, and Samurai retainers are equipped with yaris and will use both their yari and katana in dealing with foes. It is also my understanding that using a yari while mounted wasn't very practical when fighting foot soldiers, as such the Yari Cavalry unit will also use the animations (I've read that in various tactic manuals from the time period, cavalry would usually dismount after the initial charge, as fighting on horseback could be a disadvantage). No stat changes included, except I made it so Samurai Retainers have more guys than before, and katana_dojo (the katana samurai that defend a castle if you have a building that adds them) have a slight boost in melee defense.

    Screenshots!
    Spoiler Alert, click show to read: 





    Known Issues
    Officers don't sync with their horses, because they don't use the animations. I need to figure out how to make them use them. FIXED!
    Sometimes during a charge, the unit will not have his spear out unless the charge results in a matched sync kill.

    IF YOU DO NOT HAVE THE SAINTS AND HEROES PACK, YOU MIGHT HAVE TO CHANGE THE WARSCAPE_EQUIP OF THE INCLUDED UNITS! I made them use the new sh_yari, and I have no idea if you can use them without the DLC!

    Download in attachments.
    To use this on any other unit, make sure their warscape includes a spear weapon (naginatas work), and katana as the side arm. Change the animations to shogun_man_katri AND the horse_3 category to shogun_mount_horse_katri. Change the officer to officer_katri (you may change the equipment the officer uses in the battle_personalities db). Do NOT forget the horse_3 column, or the horse and rider WILL be desynced and it will look weird, same for the officer part! Also make sure the .pack is named something to keep it below the other sekigahara .packs. If you notice any bugs, let me know.


    Note to modders. If you want to use these custom animations do so. Just credit me if you feel like it (hopefully you feel like it), because it took me awhile to figure out how to get the horse and riders to sync up instead of acting weird as hell (as in rider floating 5 meters away while the horse disappears, etc.). Also if you guys want to know how to make proper battleconfigs for cavalry, let me know and maybe I'll make a tutorial. Also if anything like this has come out before, I wasn't aware of it so my bad.
    Last edited by Lokgar; August 25, 2012 at 11:32 AM.

  2. #2
    Erwin Rommel's Avatar EYE-PATCH FETISH
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    Default Re: [Submod] [Released] Horse Fighting Animations

    NICe! This is very nice, loving the new jumonji yari.

    So I take it the use of yari and katana is all mixed when fighting in melee, some opt for the katana others yari instead of, one dude bumped into an enemy unit, entire unit switches from there spears to katana.

    Coz to be honest, yari melee on horseback has been one of the glorious things seen on S2, especially how different they handle it compared with other games, all one armed, while the samurai gloriously wields there yari 2 handed.

    And they strike there katana on horseback sometimes, 2 handed.

    + rep

    (Its clickable by the way....An S2 overhaul mod.)

    Seriously. Click it. Its the only overhaul mod that's overhauling enough to bring out NEW clans
    Masaie. Retainer of Akaie|AntonIII






  3. #3

    Default Re: [Submod] [Released] Horse Fighting Animations

    I plan on getting some match kills lined up for Yari vs infantry, but right now vs infantry is only with a katana (both of the one handed and two handed variety). I set the defenses for horse vs horse action to use only the yari animations, but I plan on expanding that too. However, today I broke my game by messing in landbattles a bit too much so I'm gonna have to either solve that first or just roll it back.

    Horse vs Horse kill animations are a mix of Katana kills and Yari Kills.

    -edit- also you are right. Just because one guy uses a yari animation, doesn't mean all of the people will use them. Basically the game has a list of animations that each model can play during an event (matched combat, kill. Matched combat, draw. Charge. Etc), which is why during combat you don't see all your katana samurai destroying the peasantry the same way.
    Last edited by Lokgar; July 31, 2012 at 05:54 PM.

  4. #4
    Erwin Rommel's Avatar EYE-PATCH FETISH
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    Default Re: [Submod] [Released] Horse Fighting Animations

    ....I wonder if they can use the nagamaki with a katana anim.

    (Its clickable by the way....An S2 overhaul mod.)

    Seriously. Click it. Its the only overhaul mod that's overhauling enough to bring out NEW clans
    Masaie. Retainer of Akaie|AntonIII






  5. #5

    Default Re: [Submod] [Released] Horse Fighting Animations

    So I just updated the attachment with a newer version. Added some yari defenses vs infantry and katana defenses vs cavalry. Actually untested as of now, because of my landbattles, but in theory it should work okay. I'm gonna just rollback my landbattles and test it. New screenshots coming soon, I hope!

  6. #6

    Default Re: [Submod] [Released] Horse Fighting Animations

    Also Erwin, it's possible. While I was trying to sync up the horse animations with the rider animations awhile back, I noticed some lists in data.pack that seem to tell the game what weapon should be at hand when an animation is being played... Oh what's that new Tetsubo hero? You want to ride horses and beat people with your sticks too?


    -derp- forgot to actually attach the updated .rar. Also tested it, seems to work fine so far.
    Last edited by Lokgar; August 01, 2012 at 01:42 AM.

  7. #7

    Default Re: [Submod] [Released] Horse Fighting Animations

    Anyone notice any bugs? I'm going to be making some animations for dismounted soldiers using this. One that would use Yari in close combat, as well as their katanas, but to a higher level than the untrained ashigaru (yari ashigaru have less katana animations that katana samurai, I think).

  8. #8
    Erwin Rommel's Avatar EYE-PATCH FETISH
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    Default Re: [Submod] [Released] Horse Fighting Animations

    Quote Originally Posted by Lokgar View Post
    Also Erwin, it's possible. While I was trying to sync up the horse animations with the rider animations awhile back, I noticed some lists in data.pack that seem to tell the game what weapon should be at hand when an animation is being played... Oh what's that new Tetsubo hero? You want to ride horses and beat people with your sticks too?


    -derp- forgot to actually attach the updated .rar. Also tested it, seems to work fine so far.
    This.


    (Its clickable by the way....An S2 overhaul mod.)

    Seriously. Click it. Its the only overhaul mod that's overhauling enough to bring out NEW clans
    Masaie. Retainer of Akaie|AntonIII






  9. #9

    Default Re: [Submod] [Released] Horse Fighting Animations

    Updated with the new foot unit fighting animations and the OP.

  10. #10

    Default Re: [Submod] [Released] Horse Fighting Animations

    Hey guys, I will be updating this with the new stats soonish. I haven't had a chance to even load up v0.9b, but I think I finally have a wee bit o' free time!

  11. #11

    Default Re: [Submod] [Released] Horse Fighting Animations

    Shameless bump to let all 25 of the people who downloaded this that I'm working on custom configs for ashigaru to use. Because they weren't as fancy / good at dueling like the samurai were.

  12. #12
    Libertus
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    Default Re: [Submod] [Released] Horse Fighting Animations

    Been downloading mods for about a month now and finally decided to register :p

    Thanks to all modders for their good yet hard work

    Awesome modifications lokgar .

    would be awesome if Generals had their own unique weapon and animations though u know:p just sayin.

  13. #13
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: [Submod] [Released] Horse Fighting Animations

    that a good mood

  14. #14
    Indefinitely Banned
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    Default Re: [Submod] [Released] Horse Fighting Animations

    Ouch, Rommel, I've Tried to give Pistol animation Mathlock Carbines...but They Hold it backwards...
    Katana Animation with nodachi...Air Katana, Nodachi still slung...
    Nagamaki Animation wirh Nodachi...Reverse Grip Nodachi in The Blade (Ouch)...

    Hope Lokgar Have better luck then me, he's better at animations...
    Quote Originally Posted by Tada Katsu Nomi !!! View Post
    would be awesome if Generals had their own unique weapon and animations though u know:p just sayin.
    I Believe Lokgar can add more battle_personalities...so The Men and Officer can have different weapon and animation...
    Last edited by weirdoascensor; December 10, 2012 at 09:08 AM.

  15. #15

    Default Re: [Submod] [Released] Horse Fighting Animations

    I installed this mod, and I get this crash error "Error: Expecting keyword 'version' Animations/BattleConfiguration/shogun_man_yari_bow_combat_fragment.txt(1)"

    anyone know what this is?

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