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There are actually two models: one for combat and another for the map; they don't change in exactly the same place. Okay, regardless, let's start by opening the map editor.
For the map: place dancers on the map, select one of them, go to the left panel called ObjectPropretiesTree, find the Shared line, highlight it, and click "...". A menu will appear; you need to find Model there and click "..." as well. If the dancer is not upgraded, Blade_Juggler_LOD_ is displayed there; instead, click War_Dancer_, then "OK." The blades seem to have animation issues. Change AnimSet (the line next to Model) to WarDancer; this works.
Accordingly, do everything in reverse with an upgrade.
It's difficult to change the model in combat without using the advanced editor. You can find instructions on how to make the editor advanced here. Then open the Creature tab in the advanced editor, Preserve, and you'll see our dancers there (they also have the same name). Click on one of them, find the Visual line, and in the dialog box that appears, find AnimCharacter; inside, you'll find the models and animations we are familiar with. Replace everything. It's best not to use LOD versions because they have low resolution and aren't suitable for combat (you can use them for the map, but it's still undesirable).
That's it; save the map, and either leave it as is (it will work like a mod), or you can change the extension from h5m to h5u and put it in UserMODs.
You can do all the same things without the map editor, but you need to manually dig through the resources and write down the necessary properties in the appropriate files using Notepad, then archive the result while preserving the folder structure. If you want, you can use this method, but I usually create most mods using the editor.