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Posts from AllCampaignsRemastered - Updated mod for all Campaigns

4.5 (2 ratings)
7 months ago

T-posing means the chosen animation does not exist (or file corrupted?). May be it can mean the animation ends too early?

Try replacing on row 47 for file \DialogScenes\C6\M3\D1\DialogScene.xdb

 idle01

with 

 idle00

and see if it fixes that.

 

btw what does ActorAnimationIndex do exactly?

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7 months ago
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dredknight
at the end of data.pak/scripts/advmap-startup.lua add this

 

then open any map, call in console

@movie("C6/M2/R1");

or any other cutscene by its abbreviation

It works in Lords, but not in the original game. Is there a way to make it work for the original?

Added 4 minutes later
dredknight
T-posing means the chosen animation does not exist (or file corrupted?). May be it can mean the animation ends too early?

Try replacing on row 47 for file \DialogScenes\C6\M3\D1\DialogScene.xdb

 idle01

with 

 idle00

and see if it fixes that.

 

btw what does ActorAnimationIndex do exactly?

Replacing idle01 with idle00 fixes it, but I'm curious why idle01 works in the original and not in Lords. Maybe it's somewhere in the original and needs to be placed in the mod; I don't know.
7 months ago
It may has to do with LOD models. Between Vanilla na ToE a lot has changed. Currently the Narxes model points to the Archmage LOD. Try pointing it to the standard Archamge model and see if it plays the animatino correctly. LOD models are given animation list of less animations because they are only used on the adventure map.
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7 months ago
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dredknight
It may have to do with LOD models. A lot has changed between Vanilla and ToE. Currently, the Narxes model points to the Archmage LOD. Try pointing it to the standard Archmage model and see if it plays the animation correctly. LOD models are given an animation list with fewer animations because they are only used on the adventure map.
The idea is interesting, but no. I changed the model and the animation set, but nothing changed.
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7 months ago
dredknight

T-posing means the chosen animation does not exist (or file corrupted?). May be it can mean the animation ends too early?

Try replacing on row 47 for file \DialogScenes\C6\M3\D1\DialogScene.xdb

 idle01

with 

 idle00

and see if it fixes that.

 

btw what does ActorAnimationIndex do exactly?

ActorAnimationIndex determines the correspondence between a creature's logical action and a specific animation from its graphic file [1, 3]. it is sometimes used without
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7 months ago
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Rommy, in c2m3d1 and c2m4r1, the animation effect of Agrael is cut short.
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7 months ago
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Mооnst@r
Rommy, in c2m3d1 and c2m4r1, the animation effect of Agrael is cut off.
I checked, and everything is fine for me.
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7 months ago
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Rommy
I checked, everything works fine for me.
I just re-examined it again, comparing it to your version and the original. In the original, the effect plays out completely, but in the mod, it gets interrupted. No changes were made by you in c2m3d1, and in c2m4r1, only Redwood_Observatory was added.
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7 months ago
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Mооnst@r
I just rewatched it again, both yours and the original. In the original, the effect plays out completely, but in the mod, it gets interrupted. No changes were made by you in c2m3d1, and in c2m4r1, only Redwood_Observatory was added.
My casting animation doesn't get interrupted; everything is fine. Maybe you have some mods or older versions of the maps?
I'm playing with your Fixs_3.1 mod, which includes Fixed animations for Agrael and Railag's buffs; maybe that's the issue?
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7 months ago
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Rommy
My casting animation doesn't get interrupted, everything works fine. Maybe you have some mods or are using older versions of the maps?
I'm playing with your Fixs_3.1 mod, which includes fixed animations for Agrael and Railag's buffs. Maybe that's the issue?
That's exactly the issue. Without it, the effects don't play out completely.
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7 months ago
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Mооnst@r
That's exactly what it's for. Without it, the effects won't play completely.
Then, perhaps it would be better to put your fix in the campaign mod.

Added 26 minutes later
Re-uploaded the archive. Thanks to Monster for the tip.
Fixed Agrael's animations (without the Fix_3.1 mod, the animations were incorrect).
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7 months ago
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Did I understand correctly that the files won't conflict due to the duplicate if I use Fix_3.1 and AllCampaignsRemastered at the same time?
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7 months ago
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Rommy, in the first dialogue scene of the fourth mission in the Mage campaign, Godrik’s animation has no sound when Zephyr asks him “what they should do with Lady Isabel.”

Added after 40 seconds
BigOverlord
Am I correct in understanding that the files don’t conflict due to the duplicate if Fix_3.1 and AllCampaignsRemastered are used simultaneously?
The files with the newer dates will be used.
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7 months ago
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Thank you.
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7 months ago
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The same animation lacks sound in the third video of the same fourth mission, where the sound of galloping hooves was fixed. P.S. victory sound.

Added 1 hour 31 minutes ago
In the last video of the "Diplomat" scenario, the victory sound is also missing.

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