2H Greataxes_Mauls - Animation Fix
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🔍 Analysis
- 🏆 #1 of 7 Animations mods in this game by downloads
📋 About This Mod
Fixes one-handed carry/swing for all Greataxes and Mauls. Uses Greatsword animations for proper 2H handling. Vanilla stats preserved.
The two-handed axes and two-handed hammers in the game should now be wielded with two hands and strike accordingly in combat.
Notes:
I created the mod for myself using the tool. It is not perfect. Basically, the minor handling errors are not noticeable because you are actually swinging a two-handed sword, but the two-handed axes/maces are placed on top of it.
Therefore, the attacks are clearly different from the two-handed one-handed axes and one-handed hammers.
The weapon skills are also implemented accordingly. There may be some animations that are more suited to swords than hammers/axes. But I haven't seen anything like that so far.
I would have liked to use the appropriate “versatile” one-handed variations. But this would have required much more extensive adjustments, as the scaling of the weapons would have had to be taken into account. For example, how far apart are the grips, how is the weapon carried on the body while running? Otherwise, it would have been easy to end up with visually noticeable errors.
And my skills with the toolkit are rather modest to master this.
Important!
The mod is guaranteed not to work with mods that add new weapons, as these are simply not set up for the two-handed sword animation. This does not mean that the mod does not work in general, it just does not support any weapons other than those included in the game. I wouldn't even know how to integrate that.
Good to know:
The mod only works properly with a new game.
Old game saves loaded with this mod will not cause any problems, but the animations will not work for all weapons.
Reason: Weapons that have already been spawned as item drops or at merchants were copied internally from the old master file and distributed throughout the existing and loaded world. These copied weapons are not recognized by the mod, as they are simply clones that exist independently in the game, but only the master file from which they originally originated has been modified. Once set during the creation of the game world, they remain untouched with their own animations.
The animations are therefore the original ones.
I don't know how to fix this. Possibly with a check file from an external source that searches for all these weapon types when loading and compares them with the master file and replaces them.
I just have no idea how to do that. So with a new game, there should be no problems.
It's best to load other animation mods that somehow affect the weapons.
I can't guarantee anything.
The mod worked perfectly for me. However, I integrated it directly into the game using the tool. So for me, it's a Larian mod and is managed internally, not by a third-party tool like Vortex or BGMM.
I've packed the .pak
📊 Mod Details
- Game
- Baldurs Gate 3 Mods
- Author
- MemberUnknow
- Version
- 1.1
- Downloads
- 138
- Endorsements
- 2
- Category
- Animations
- Created
- 2/22/2026
- Updated
- 2/22/2026
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