安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题










As always: feel free to make any kind of submods for any of my mods.
I played around with a bunch of test dummies with that animation to see what I could achieve and so far I only got the following:
-The engineers support the ranged attacks...but since that animation It's tied to a specific ability they look odd when they are shooting normal ammo.
They look weird when they shoot and reload, they are generally slow and awkward and even if you change the ammo display to Jezzails' ammo they will still load and shoot the doomrocket first.
Again: your best bet Is to find someone who can either help You with converting the Handgunner/Thunderer animations to be compatible with Skaven models or make an improved Jezzails animation that actually look like Handgunner/Thunderer animations.
I can't help You with that.
would that suffice?
By forcing animations that are exclusive to other skeleton types (Human Hangunners/Dwarf Thunderers) You'll only obtain a mangled model with a broken animation.
Unless you make a new custom animation from scratch or repurpose an existing animation, that Is.
So Yeah, Out of the question (at least from me) .
What you are asking would require to either create a new custom animation from scratch or repurpose the Handgunners/Thunderers animations for the Skaven models.
Please consider asking help here https://discord.com/invite/moddingden
So something along the line of Clanrats/Stormvermin using the Skaven guns from this mod https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2394969694