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The base mod does the same.
All credits to you of course.
Additionally, for WH3MM usage, adding "submod" to the title would make things faster to identify (that this needs to be run with the main mod), like so:
Conquereror: Chivalrous Animation (Submod) (Keep original VFX)
Just 10 cents from an experienced WH3MM mod freak with too long modlists HAHA <3
and "Dietrich Stauffer" https://www.youtube.com/@dietrichstauffer2848
it helped me a lot to understand.
Then paste in the filter for the other mod. You can come to discord and I can talk more about it if you want.
After if you need to add the flame effects of a lance just add the "Man Animation" of the Knights of the Grall for example, etc.
I don't know if this is exactly what you are looking to do ?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3307027536
Depending if the base mod has scripts, then you would need you pack file to have a higher load order (Like an !), and 'if' dependency didn't work with the animations, and you did want to do it right, you'd have to pull this mod and re-upload with the proper load order.
https://tw-modding.com/index.php/Tutorial:Submodding#ADVANCED_SUBMODDING:_STICKY_TABLES
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2180764161