Total War: WARHAMMER II

Total War: WARHAMMER II

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MetaMike d6 Battle Rescale 2x Models
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Tags: mod, Graphical
File Size
Posted
Updated
2.082 MB
19 Jan, 2022 @ 3:00pm
31 Jan, 2022 @ 4:48pm
3 Change Notes ( view )

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MetaMike d6 Battle Rescale 2x Models

Description
_________________Compatible SCALEx2 Mods_______________________
~RoR ScaleX2 Compilation = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2725967261&searchtext=MetaMike+RoR+ScaleX2+Compilation

~Singe Vanilla Units ScaleX2 Compilation = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2730636762

~Wood Elf Great Eagle Riders ScaleX2 = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2734919527

~Wood Elf Sylvan Swords ScaleX2 = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2738623829

~Guns of Bretonnia 2.5 feat. Vampire Counts ScaleX2 = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2739737596&searchtext=meta+mike

I've gone far beyond just updating d6's x2 scale mod, I've also created dozens of submods for 2x scale for custom unit packs to be posted soon.

Also I fixed some of the default rank spacing for SMALL or MEDIUM graphic setting unit sizes with x2 scale mod:
~Ranged Infantry rank deph = 3
~Ranged Calvary = 3
~Melee Infantry = 5.
~Melee Calvary =4
~Everyone else unchanged.

I doubled # of Chariot, War Wagon, & Artillery models, I scaled the health to make it fair with Vanilla. Now those units aren't useless & makes for more glorious battles.

Vamp Counts skeletons no longer silly synced movement.

*Design Note = Added 'Main_Units' table to double Chariots/War Wagons*

I use this mod with legit 90 mods & it seems to run ok despite this. Balanced with Vanilla. Potentially not with big overhauls like SFO or Radious.


_______________ORIGINAL MOD DESCRIPTION_______________
D6 ORIGINAL MOD = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1159732301

Bigger Battle Models full mod.

All the character models are now 2x the size. No more armies of ants.
Also gives them an appropriate run speed, collision data and other battle tweaks to match.


What this mod does:
- All models are 2x taller/bigger, to better match the feel of tabletop.
- Adjusts the unit collision data to fit with the 2x scaling.
- Unit movement is 2x. Since models are 2x bigger, they have to move 2x faster if you want the animations to fit.
- Charge and flight speed x2.
- Vision 2x.
- Combat reaction radius x2.
- Projectile/Missile reloading speed bonus x2 (to balance with the run speed).
_________________________________________________________

Fully compatible with ongoing vanilla campaigns and can be safely added/removed midway
*
I like to play this mod with "small" unit numbers in the graphics options (since it fits better the actual Warhammer scale).
*
Some units such as chariots and canons/catapults have hardcoded sizes, those will remain at 1x.
*
Reskin compatible
_________________________________________________________

Some units might have gotten so big that they can't pass through castle gates! Please report to me which ones poses the issue and I will re-adjust their collision data.

- Siege towers and battering rams collision radius readjusted for siege battles

_____________ScaleX2 SUBMODS COMING SOON____________________
~Vanilla Custom Units ScaleX2 Compilation = Dark Elf Sea Dragons, Dwarf Thunderbarge, Dwarf Juggernaut, Reiksguard Griffon Knights, Guv's Black Knight Hellsteeds.
~Kislev ScaleX2 = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2191557420&searchtext=kislev
~Nagarythe Expanded ScaleX2 = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1911484910&searchtext=Nagarythe+Expanded
~Vampire Counts Infernal Unit Pack = https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1234402159&searchtext=Vampire+Counts+Infernal+Unit
33 Comments
gutang 6 Apr, 2024 @ 11:37am 
I will seriously pay somebody $200 to do a 1.3x or 1.5x scale version of this mod. Whatever the largest size you can make the models without the hard coded units looking stupid or having to change too many stats. PM me if interested.
sesame something sweet 16 Apr, 2023 @ 5:49am 
Can you do this for wh3?
Gorwe 8 Sep, 2022 @ 11:35pm 
Regardless, the problem I had with speed was due to BrutalBattles. I went into RPFM and had to choose. With this the game not only looks better(...vanilla = ants lol), but also plays better(=Cav finally does something lol).

Thanks for making it!
MetaMike  [author] 8 Sep, 2022 @ 8:41pm 
@Gorwe, yes, but only when the mod maker is enabled via RPFM manager, I don't like the default mod maker app. It's taking forever for that 3rd party RPFM mod manager to add TWH3
Gorwe 24 Aug, 2022 @ 5:34am 
Any plans for TWH 3 and this?
Gorwe 19 Aug, 2022 @ 2:51am 
Never mind that. A fucking awesome mod! It's just ... the units are somewhat slow-ish. Cavalry no longer really charges. For example. And some models, like siege weaponry(Repeater Bolt Throwers, Trebuchets etc) aren't scaled properly. A big thanks for fixing the medium / small unit rank spacing! No more units clipping through each other! Though...there is a weird artifact when it comes to LZD, if zoomed far enough, ther is this weird coloring thing. I know because I changed the colors of LZD factions.

Also, one silly question. Will it work with "Brutal Battles"?
MetaMike  [author] 18 Jun, 2022 @ 10:40pm 
@The Grand Poobaa, the reason why is because you have to individually do the math for the 1000+ units/characters/heroes/mounts/ect in the game for a dozen characteristerics like 1.2 * Movement, Range, Sight Range, Turn Acceleration, ect.
Mumion der Unsterbliche 21 May, 2022 @ 10:44pm 
News ?
Kapetansky 16 May, 2022 @ 2:16pm 
Why not a more subtle version like 1.2 or 1.3
MetaMike  [author] 20 Feb, 2022 @ 11:19pm 
@RaveningHorde, agreed 1.5x scale would be an ideal size, there's an outdated mod that does that & I used to use that too! The reason why those mods aren't maintained is because it involves a lot of annoying math. There's 1300+ units in the game & in order to do the scale justice it's easier to multiply everything by 2 rather then 1.5 since the math gets messy.

I wish the war machines weren't hard coded in the game, that seems like a silly design flaw by CA.