Now, we have to redirect the gate animations back to the vanilla ones. This is where having unpacked the game becomes crucial, because otherwise there are no vanilla animations to redirect to. Be sure to place (a copy of) the vanilla M2TW in the right place.
To do this drag and drop the Objects window back to its place, select the
WorldFiles tab again, then the
update animations paths button and then
OK.
A new set of fields will appear. Each one describes what animation is used when something is happening to the Gates; for example what animation to use when the Gates open, when they are damaged, when they are destroyed etc.
Watch carefully the folder paths in there and you will notice that they direct to files in the mod folder, TATW in this case, in the
blockset/new_settlements/animations/gate_animations/ folder.
We have to redirect these paths to vanilla animations and to the corresponding city size. But what animations to use for these custom settlements? Are they huge cities, fortresses or what? You can see what it is easily by looking at the end of the path, where the file name is mentioned, for example
NE_huge_city_gate_damage_impact.anim. As you can see it refers to Northern European huge city settlements.
Now, click on it and replace only the mod folders. For example replace
BlockSet/
new_settlements/Animations/Gate_Animations/
minas_tirith_gate_anims/NE_huge_city_gate_damage_impact.anim
with
blockset/
north_european/animations/gate_animations/
huge_city_gate_anims/NE_huge_city_gate_damage_impact.anim
Keep in mind that we only edit the folder paths to
NE_huge_city_gate_damage_impact.anim, not the file itself. It should look something like this:
You have to do this for all the fields. You can copy-paste, but I'm not a fan of this, because it lowers the levels of the attention required to do everything right.
Well done! You now have vanilla animations for this particular settlement! They might show some graphic glitches, but hey you've been warned on this too.