From 3.0.0 and up, Semos Animations Lib is optional.
Effects without animation lib:
- Weapons are held in custom locations based on the weapon type
- Entities will blink now and then
- Entities will have a simple swiming animation when in water
- Entities will tilt foward when they move fast (1.22+)
- Entities sits in boats (and should on other mobs too)
Effects with animation lib:
- Weapons are held in custom locations and have different attack animation based on the weapon type
- Entities will blink and have detailled eyes mouvements
- detailled swimming animation
- Entities have a "bumpy" animation when walking, they also look around and will tilt foward when they move fast (1.22+)
- Entities have an idle animation giving the impression of breathing
- Entities sits in boats (and should on other mobs too)
Note: Some entites have different behavior due to technical limitations. Ex, Chillagers don't blink nor they hold their weapon in custom location
This pack aims to bring compatibility for Fresh Animations with mods!
This pack is not affiliated with FreshLX, and meant to be used alongside his pack.
Make sure to use latest of Entity Texture Features 7.0.1 & Entity Model Features 3.0.1 mod. I want to cover mods from both Forge and Fabric, and try to retain how texture is mapped for each mod, so you can easily still have your own. It will be notified if for whatever reason I can't. This pack should work with any Minecraft Version that EMF/ETF supports. OptiFine does NOT cover modded entity support so it is not compatible.
Modpack makers, feel free to include this pack on your modpack! (Let me know so I add you to the list below 😊 )
Featured On:
Youtube:
- TOP 15 Minecraft Texture Packs OF THE YEAR 2023 (1.20.+)
- TOP 20 Minecraft Mods With Fresh Animations Ep. 2 (New & Unique)
Modpacks:
Compatibility List:
Guard Villagers [Fabric and Forge]:
🐰 Covered mob list
- Both Villager and Steve Model
Friends and Foes [Fabric and Forge]:
🐰 Covered mob list
- Moobloom
- Iceologer
- Wildfire
- Illusioner
It Takes A pillage Continuation [Fabric & Forge]:
🐰 Covered mob list
- Archer
- Skirmisher
- Legioner
Frostiful [Fabric]:
🐰 Covered mob list
- Chillager
- Frostologer
Savage & Ravage [Forge]:
🐰 Covered mob list
- Creepie
- Executioner
- Griefer
- Trickster
- Iceologer
- Skeleton Villager
Villager Recruits [Forge]:
🐰 Covered mob list
- Both Villager and human Model
Villager Workers [Forge]:
🐰 Covered mob list
- Both Villager and human Model
More Mobs Variants [Fabric & Forge]:
Only textures tweaks been made, requires Fresh Animations alongside
🐰 Covered mob list
- Cat
- Cow
- Pig
- Sheep
- Wolf
Ravage & Cabbage [Forge]:
🐰 Covered mob list
- Cabbager
- Ravager
Pet Armor [Fabric]:
- Only the armor though, you need Fresh Animations for the wolf itself!
It Takes a Pillage is unfortunately incompatible!
You can always suggest a mod to add compatibility for through GitHub!
(I won't add compatibility to crazy boss mods or things that is not in line with the vanilla feel) Please suggest mods that are up to date with at least 1.19.x or 1.20.x :P
Disclaimer! You might experience some bugs, like a helmet on an entity is not following the head correctly, or some attacks won't have animations. In some case it might be me, or it could be the way the mod works with EMF which is not possible to fix.
If you see something weird that I'll be able to fix, you can open a issue on GitHub!
🛠️ Known issues:
- 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.
Description courtesy of Fyoncle! :)
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R
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/!\ Warning! Not tested! Not check if any supported mods has updated to 26.3 yet, and or if has changed any models.
I just cross my finger nothing changed and everything works fine. :D
If not, create an [Issue](https://github.com/SebSemos/F.M.R.P-Freshly-Modded-/issues)
Open issues if any.
``
if` returning booleans are now `ifb``- Fixed guard hat layer not following on 1.21.11 and 26.1
- Added spear support for guards
- Semos animation lib is now optional, models will have some more vanilla animations if not present
- See Semos animation lib 2.0.0 changelog for the changes in the code
- All models have been changed to use the arm attachement system rather than faking arms for the weapons positions. This makes FMRP 3.0 compatible with armor ressource packs, and should fix any slipping/clipping of weapons in the body/armor
- Fixed clipping in texture of guard using the layer system
- Changed the distribution of weapon through the models
- Adjusted some weapon positions
- Added support for my cosmetics and cape pack
- Facial elements are now a jpm part shared by many models
- Temporarily removed moobloom animations
- Removed support for Cabbage and Ravage mod.
Changed the models to reflect change from semos animation lib 1.1.0:
- Added common_variables.jpms to all the models
- Removed the sub folder "FMRP"
This has been poorly tested accross virtualy nothing. Open an issue if a model is broken (make sure to use the correct animation lib first tho!)
<font color="#f02222">Incompatible with semos animation lib **below** 1.1.0!</font>
- Added common_variables.jpms to all the models
- Removed the sub folder "FMRP"
This has been poorly tested accross virtualy nothing. Open an issue if a model is broken (make sure to use the correct animation lib first tho!)
<font color="#f02222">Incompatible with semos animation lib **below** 1.1.0!</font>
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!
- 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**
<details>
<summary>The following mods have been tested:</summary>
``
- 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
``</details>
<details>
<summary>Known issues:</summary>
- 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](https://github.com/Traben-0/Entity_Model_Features/issues/387) )
- 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.
</details>
- Fixed blink animation not wroking when aiming with a musket
- Added the steve model from Guard Villagers <font color="#f02222">!!!! Not fully tested yet!!!</font>
- <font color="#f02222">Villagers recruit still not fully tested</font>
- Started support for [Villager Recruits!](https://modrinth.com/mod/villager-recruits) <font color="#f02222">!!!! Not fully tested yet!!!</font>
- Shifted some jpm animations files
This should not change anything on performances but if you do notice differences with beta 1.6.4 please give feedback [here](https://github.com/SebSemos/F.M.R.P-Freshly-Modded-/issues/34)
[Give your feedback over here](https://github.com/SebSemos/F.M.R.P-Freshly-Modded-/issues/34)
## 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.
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)
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!!
(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
- 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)
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