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I'll bump Kossars (rifles) from 550 to 650 and Kossars (Line Infantry) from 680 to 700.
This is pretty much a Kossar only mod and a Kislevite warriors unit would feel out of place.
And as much as I do like the classic Kislev colour scheme, manually recolouring tex files is usually a pain and is also kinda hard to get just the right RGB balance and saturation, so I think that I will just stick with default faction colours rather than go for fixed colours.
But they never had bayonet combat animations in the first place!
As it is stated in the QA section, they are actually using vanilla handgunner's animations, not custom ones, so they are working as intended.
You are either confusing this mod with another mod or at a certain point you were using a mod that altered all the handgunners' vanilla animations and now you are not.
If I were you I would start by checking the mods marked as outdated and the ones that are bigger and more complex than a simple unit mod.
Considering that we are talking about a potential serious issue here you might want to be sure that said issue is actually there next time by individually testing each of your mods.
Plus in case you don't know:
-Unit mods are the simplest mods to make and therefore are also the ones who are less prone to crash (assuming that you didn't mess things up with certain data related stuff)
-Unit mods usually crash your game only if they have outdated tables and/or some type of logical errors.
You can literally use Rpfm right now and open this mod: there are no errors nor outdated tables.
And also no: *the fact that this mod was updated for 4.0.1 doesn't automatically mean that is going to have problems for 4.0.3*.
In fact, small hotfixes do NOT break mods 99% of times.
Just FYI