Okay, i've been experimenting a bit with it, and it looks like the animation restarts according to this function . y = x*4 . X = the time you specified in module_animations
and Y = the time after that the weapon gets wielded in the right hand(i made some tests and while x was 5, it lasted for 30 seconds, if it was 20, it reset after 60 seconds and so on...) . So assuming no one would be aiming for longer than 15 seconds, we can consequently set the total overdue if it wasn't for the fact that number also influences the delay between the aiming and shooting: you cannot shoot until X seconds after that animation is played and your character will be stuck in that pose for a longer time if you increased it. So i tried to modify also the release animation code and see if it could override the aiming, but that's not made any different ,so I came to the conclusion that this code would probably be the best balance: the animation restarts after 10 seconds, but allows you to shoot just after 2.5 seconds you've been aiming. I tried to change animation priorities, but nothing's changed. I guess a new aiming system would be needed if you wanted to go beyond Warband's limits.
["ready_musket", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_keep|amf_client_owner_prediction|amf_rider_rot_crossbow|amf_use_weapon_speed,
[2.5, "ready_musket", 2, 2, arf_stick_item_to_left_hand|arf_blend_in_3],
],