Now require: Semos Animations Lib
Also:
- Changed the dectection of aggressive state. Entities will now have a short cooldown before the put back there weapon in idle position
- Adjusted boat position of a few mobs in 1.21.1
- Removed an animation line in the guard_steve models, they are now correctly processed from the .jpms
- Added a .jpm file for the armor
- Adjusted bow positioning of Archer (Takes a Pillage)
- Removed the .jpms from this pack as they are now part of the animation dependency
*Not fully tested on every versions yet!
Resume of changes that happened during the betas:
- Rewrite of most of the models with a new variable system paired to the animations moved into jpm's files.
- You can use this pack as a depedency for your own animations. A readme will be provided soon for explanations
- Refined a lot of idle weapon placement and attacks
- Added some basic compat with better mob combat for guard villagers
- Guard have now an eating and door opening animation
- Changed the eyes animation textures logic
- Introduced a LOD logic
- For models with custom wepon placement -> eyes animation will not play when the mob is further than 12 blocks, the rest of the anims won't play if further of 64 block*
- For models without custom wepon placement -> eyes animation will not play when the mob is further than 12 blocks, if further of 64 blocks, the default model is used*
-
- With a few exceptions
- -> Make sure EMF option of the model rate is NOT set to never in the performance settings!
- Added missing Xaero's minimap icons
- Added support fo these mods: Villager Workers and recruits (both human and normal model), Frostiful and It Takes A Pillage Continuation.
- Most of the jem files have been moved from "minecraft/emf/modded..." to their proper asset folder
Make sure to use ETF 7.0.1 and EMF 3.0.1
The following mods have been tested:
**Fabric 1.20.1:**
Guard Villager 2.0.9
Friends & Foes 3.0.9
It Takes A Pillage 1.0.9
Frostiful 1.0.11
**Forge 1.20.1**
Guard Villager 1.6.11
Friends & Foes 3.0.9
Villager Recruits 1.13.5
Villager Workers 1.7.9.1
Ravage & Cabbage 1.2.4
Savage & Ravage 6.0.0
**Fabric 1.21.1**
Guard Villager 2.1.2
Friends & Foes 4.0.8
It Takes A Pillage 1.0.9
Frostiful 2.2.4
**Neoforge 1.21.1**
Guard Villager 2.3.2
Friends & Foes 4.0.8
It Takes A Pillage 1.0.9
**Fabric 1.21.8**
Friends & Foes 4.0.8
**NeoForge 1.21.8**
Friends & Foes 4.0.8
Known issues:
- Some models are incorrectly displayed in boats on 1.21.1 and up (will be fixed later)
- Entities with different layer of textures like forge guards have some z fighting (likely related to this issue )
- Skeleton villagers glitch their arms on top of their head for a split second when they switch their pose
- Griefer armor does not follow the arms and body properly
- Griefer, trickster and skeleton_villager have some unwanted texture on their LOD model face, despite beiing the default one. Their LOD are not active for now.
- Fixed blink animation not wroking when aiming with a musket
- Added the steve model from Guard Villagers !!!! Not fully tested yet!!!
- Villagers recruit still not fully tested
- Started support for Villager Recruits! !!!! Not fully tested yet!!!
- Shifted some jpm animations files
Hopefully a performance update for Guard Villagers! :) Give your feedback over here
Big changes:
- Guard with a swords in main hand models do not support every weapons.
- Instead the support for all the other weapons has been moved to another models.
- This means the code has been reduced from a lot of variables for the swordsmens. This also means if you have all your guards with custom weapons the perfs won't be better than 1.6.3
- But I realised most people play with only swords/crossbows weapon anyways.
- This mean there is now 4 set of models. One for swords, one for Bows and Crossbows, one for any other melee weapons (axes, trident, mace, scythe or custom named ones) and finnaly one model for the gunpowder of the musket mod (more weapon mod might come soon).
- The code also has been cleaned up of the
.sx, .sy, .sz
line as they were always set to 1 anyway. - Guard models now have a LOD logic. Guards between 12 and 32 blocks now don't have eyes animations. Guard above 32 blocks don't have any fancy animations at all. They just carry they're weapon in the custom location. (this is broken for Forge tho, so instead it use the default model for now)
- For people using better mob combat, there is only two models, my custom one from 0 to 24 blocks, and the defaut guard above the later
- Feel free to give you feedback on those distances with the link above
- Make sure EMF option of the model rate is NOT set to never in the performance settings!
Small Changes :
- Fixed UV mapping on guard armor
- Fxed some Z fighting on one eyes of guards
- Updated the Mcmeta file with the new snapshot formats. This means 1.20.1 is now marked red, but the pack is still working!
- Fixed Moobloom not loading the correct model on 1.21.5+?
- Xaero's minimap icons will now have black outlines
- Added missing Guardvillagers models for pre 1.21
- Fixed Guardvillagers texture if the guard model fail to load (no more blank faces)
Tested on
Fabric 1.20.1:
friendsandfoes-3.0.9
guardvillagers-2.0.9
Xaeros_Minimap_25.2.6
ETF-2.4.1
EMF-6.2.9
Fabric 1.21.1:
friendsandfoes4.0.5
guardvillagers-2.1.2
Xaeros_Minimap_25.2.6
ETF-2.4.1
EMF-6.2.9
Fabric 1.21.5:
friendsandfoes-fabric-4.0.5
Xaeros_Minimap_25.2.6
ETF-2.4.3
EMF-6.2.13
Can't test anything on Forge/Neo cause the game doesn't even freaking start.........?
- Should have fixe wildfire on 1.21.5
- Should have fixed xaeros minimap icons not displaying for Guards and Friends and Foes
- Should have fix the need of two seperate pack for 1.20.1 and higher. (it will be red before 1.20, but should work)
- Modrinth 1.20.1 was not the correct file any way, my bad!
Lots of should, because it has not been tested everywhere!!!! But it should work.
Added mouth animation for when guards eat
Splitted the ressource pack in 1.20.1 and below and 1.20.2+ (because since 1.20.2 you can have version dependant subfloder)
Consider this the start of end of life of 1.20.1 support (probably after the end of this beta period)
Added mouth animation for when guards eat
Fixed Friends and Foes moobloom on 1.21.5
Splitted the ressource pack in 1.20.1 and below and 1.20.2+ (because since 1.20.2 you can have version dependant subfloder)
Consider this the start of end of life of 1.20.1 support (probably after the end of this beta period)
- Rewrite of Guard villagers with less models and a new variable system. (Performance feedback is welcome!)
- Texture for animated eyes has changed slightly, the normale face uv retain the eyes now, and you place a eyeless face on an unused place of the texture in addition to the classic eye/borw/mouth
- Refined a lot of idle weapon placement and attacks
- Added an eating and a door opening animation.
- Fixed armor being displayed incorectly or clipping/beiing desync from model
- Added some compat with better mob combat
- In game rp will show red for all non 1.20.1 version, but is compatible with 1.21.1 too!!
Fixed Guard Steve second layer clipping through armor
Edited Iceologer textures to match Fresh Animations's Evoker model (Friends and Foes use Evoker model from 3.0.0) Missing hood is not fixable on my end, it's missing on the Evoker model
- 1.21 steve models of guard villagers now support vanilla skin layout (Not the slim model tho)
- Guards now have animations with Musket mod and Pillager's Gun mod
- Fixed 1.21 steve model of guard villagers not having animations for crossbows
- Adjusted trident position when guard is idle
Reworked Guard villagers to have unique animation with differents weapons
- Swords
- Bow/crossbows
- Mace
- Tridents
- Axes
Also re-added support to older guard villagers version (steve model don't have custom attack for these weapons on older verions) This will be dropped when 1.20 will be obsolete.
Friends and Foes Wildfire will now loose shields when loosing health
Tweaked a bit some Ravage and Cabbage animations
- Fixed guard villagers face beiing to high
- Tweaked Guard villagers nose animations
- Change pack format so the pack is read compatible with 1.21
- Fixed Guardvillagers model switch between sword guard and bows/crossbows guard
- Fixed Guardvillagers steve model not beiing properly loaded on Neoforge
- Fixed Guardvillagers armor not beiing properly loaded on Neoforge
- Fixed Guard villagers model names and location for new 1.21 fabric and neoforge
- Fixed "Savage and Ravage" Creepie model to match latest Fresh Animation Creeper Texture
- Added "Friends and Foes" illusioner texture (require Fresh Animations)
Please don't use any EMF-2.1.X version for now (NeoForge 2.1 is in reality a 2.0.x, use this one)
Reworked Guard Villagers model
Arms are not looking detached from the body anymore
Support for right and left handed guards
Sword are now held like in a holdster when idle
Armor with second layer now display correctly
Added missing texture from More Mobs Variant to be up to date