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Try with the mod and you will see that it stays stuck on an animation without damage. They still do a screaming animation without hitting each other
Allow me for all those, "learned people," who think they know everything about mods.
This mod does NOTHING, (you get that? NOTHING), except change the VALUES and CHANCES/ODDS of two models 'syncing' up and battling using one of the, (formerly working), battle animations mods.
So to dumb it down for y'all:
This mod = change values/chances/odds that two unit models start a dueling animation.
You're welcome numbskulls, now kindly leave this modder alone.
Thank you for answering, i don't know much about modding. :)
Unfortunately each CA update changes almost nothing about the animations, but this almost nothing forces us to rewrite everything one by one.
And there are thousands of tables.
We cannot support this work, it is infeasible.
Maybe we'll rework the mod when WH3 no longer has updates and we'll be sure that our work won't be destroyed behind it.
We can even bring missing WH2 animations + pharaoh animations.
But to answer your question my "more animation" mod which deals with the kv_rules table cannot in any way impact or interfere with the animations_tables table.
Sorry, but I still know what I'm talking about. Afterwards if people know more, I am open to new knowledge.
I tested this with empire vs empire roster with just the custom matched combat mod it works but when you add this mod as well they all start swinging at the air
It can't be from my mod. Even if I put random values, I can cause no problem, nothing that I modify (good or bad) can cause the problem that is happening to you.
So stay in your place and stop saying things that are false, even more so if someone contradicts you, knowing that I know better than you what I have changed.
Damn these crazy people, today people know everything about everything...