If you hated the addition of out-of-place Gekokujo/Sayazn animations in ACOK and want something immersive, or if you wanted to restore old animations or perhaps try out something new, then this is the mod for you. What this mod does is add the much improved close-to-vanilla animations to one handed weapon and shield holding, with better, much more natural and aesthetically pleasing shield positioning. It will be a satisfying joy to see NPC knights use these realistic animations now. The submod likewise does away with all of the edgy and over the top cartoony naruto running animations introduced in ACOK 5.1. The mod likewise restores something ACOK used to have many versions ago, but because of Cozur's many bad and questionable decisions this has disappeared - Visible flying missiles at no cost of performance whatsoever. Credits: Author of the Kingdom mod for making the animations, unfairly removed from this site. Credit to James for the Flying_Missile_pack OSP

Add file Report ACOK 6.2 animation submod
Filename
ACOK_6.1_animation_submod.rar
Category
Patch
Uploader
YourStepDad
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Size
2.62mb (2,747,733 bytes)
Downloads
781 (2 today)
MD5 Hash
618ec63078b8e36fee750433162d6704
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Description

As stated in the description, this submod removes the over the top animations introduced in 5.1, add news, more realistic, quality animations, and also adds visible flying missiles, instead of ugly grey blobs that you normally see in vanilla and most mods. It is most noticable when there's a barrage of or exchange of arrows in the air. To install the mod, simply unpack the file and paste over the contents of it into your main ACOK 6.1 folder, overwriting things when asked. Does not work for other versions, although per special request I can modify it to, if wanted. This mod uses an old version of animaciones(the one from 5.0 without the over the top naruto animations) and actions.txt from that version. I highly recommend backing up those two, especially if the actions.txt modifies something I am unaware of. But in a worst case scenario, you're just likely to see some animation oddities in place of special animations. If you do, let me know.

Preview
ACOK 6.2 animation submod
Comments
Heorl_256
Heorl_256

So is it about 5.1 or 6.1?

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YourStepDad Author
YourStepDad

Its about 6.1.

Works on 6.2 as well.

Its just that 5.1 introduced the crappy animations, which is what I referred to. Unfortunately they stayed all the way until the present version.

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ThegnAnsgar
ThegnAnsgar

With this, the spear thrust animation gets really messed up. Might want to look into that.

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ThegnAnsgar
ThegnAnsgar

That should be the Two-handed spear thrust animation. One handed works fine.

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ThegnAnsgar
ThegnAnsgar

To anyone who's reading this, I've figured out a fix. Send me a message and I'll send you the fixed BRF file.

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YourStepDad Author
YourStepDad

Hey pal, I've just read it. I wish I had seen this earlier.

I am compiling an updated version for 7.1.

If you can send me the brf I'd be eternally grateful.

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ThegnAnsgar
ThegnAnsgar

Sent you a PM on TaleWorlds.

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HolyMolyOllyPolly
HolyMolyOllyPolly

Will your 7.1 update work with 6.2? I'm not really a fan of 7.1

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HAV1K
HAV1K

I have tried to install this several times and it seems that nothing happens. I am using 6.2 but when I paste this file into 6.2. Nothing changes and I still have the Naruto Animations, help plz

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HolyMolyOllyPolly
HolyMolyOllyPolly

Thank you for this mod, I was really sick of those downright retarded running animations. But I have one problem, however; The "stabbing" animation for polearms (Without shield) is all wonky for me. Instead of stabbing, the characters pulls the spear in. When you hold the attack button down to charge your attack, the player character is already in a thrusting position, but when I release the button, he pulls the spear *toward* himself. Could you please fix this?

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