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Hey, @Fox`Tail. Sorry I'm late to reply.
Actually @Anakonda has already answered your question.
In short, the number of animations and their order in the avatar model.mdf should be the same as in the original model.mdf.
For example, you want to replace the default Swiftbalde model with an Avatar model (alt14).
Default Swiftbalde model.mdf contains 21 animations in the following order:
"idle"    
"portrait"    
"item_1"    
"ability_1_start"
"ability_1"
"ability_1_attack
"ability_2"
"ability_2_ranged"
"ability_3"
"ability_4_attack1"
"ability_4_attack2"
"ability_4_attack3"
"ability_4_attack4"
"attack_1"
"attack_2"
"walk_1"
"bored_1"
"taunt_1"
"death_1"
"knock_1"
"getup_1"

However, Avatar model (alt14) model.mdf contains only 19 animations in the following order:
"idle"
"portrait"
"item_1"
"ability_1_start"
"ability_1"
"ability_1_attack"
"ability_2_ranged"
"ability_3"
"ability_4_attack1"
"ability_4_attack2"
"ability_4_attack3"
"ability_4_attack4"
"attack_1"
"attack_2"
"walk_1"
"bored_1"
"taunt_1"
"death_1"
"knock_1"

If you just replace Default Swiftbalde model.mdf with Avatar model (alt14) model.mdf, the animations will not play correctly.
To avoid these problems, you need to add the missing animations "ability_2" and "knock_1", placing them in the same order as they go in Default Swiftbalde model.mdf.
For missing "knock_1", "getup_1" and "bored_1" animations "idle" animation is usually used. 
For missing "taunt_1" animation "attack_*" animation is usually used.

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  • 4 weeks later...

Good news for the mod creator, we won't be doing a change to the distribution of the resources or textures files in the near future. That can be done later when we can appropriately do that.

Edited by ElementUser
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