Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

40 ratings
Resource Cinematic Mesh File to Create Generals
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Campaign
File Size
Posted
Updated
208.800 KB
31 Aug, 2015 @ 6:51pm
31 Aug, 2015 @ 7:14pm
12 Change Notes ( view )

Subscribe to download
Resource Cinematic Mesh File to Create Generals

Description
I have seen many users have problems with the "T" shaped generals appearing in Campaign game when you have created a General. Not anymore!

Subscribe to this file and use the included files for any of your general creations for campaign game by just renaming the rigid model file to your specifc name. Please remember that what you change the name too needs to be added into the variantmesh file for the effect to take place.

Please note that this is a resource for modders to use only and not a mod to be used in game!
35 Comments
The Lone Wanderer 1 Sep, 2024 @ 12:24pm 
Man, lots of potential here, but the instructions couldn't be more confusing.
Havie 28 Aug, 2018 @ 3:23pm 
Here is a little diagram that hopefully helps others understand this process.
you have to add a new slot to your definiton pointing to these "cinematic" eyeballs contained in the test_general.rigid_model_v2

https://i.imgur.com/I1RRDNH.png
ToonTotalWar  [author] 26 Aug, 2018 @ 10:25am 
If I remember You need to rename the file that I have provided to your named character, please try that
ToonTotalWar  [author] 26 Aug, 2018 @ 10:24am 
ok lol, its been such a long time since I have added a general into my game, however this is teh concept I used and it worked. I have no idea why it has not worked for you. Let me look into this further and will report back
Havie 26 Aug, 2018 @ 10:04am 
Youre making it sound like, the whole thing gets fixed by putting "my own" rigid_model_v2 under skin/varus instead of just skin?
Havie 26 Aug, 2018 @ 10:03am 
Ive already read your posts in this thread, you said the exact same thingon aug 15th, im looking for more information, and to better explain what youre saying in detail. the concept behind this, and why it fixes anything.
I also already told you I DL'd ur mod and which files ive looked at..
Havie 26 Aug, 2018 @ 10:00am 
doesnt make any sense, tried this, doesnt work

<SLOT name="skin" >
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/skin_commander/arena_miltiades/arena_miltiades_body.rigid_model_v2" />
<VARIANT_MESH model="VariantMeshes/_VariantModels/man/skin/varus/test_general.rigid_model_v2" />
</SLOT>
ToonTotalWar  [author] 26 Aug, 2018 @ 9:54am 
ok the file needs to go within "skin" in your mod, if you look at my War of the Gods mod you will see the correct paths etc..you can rename the textures and the rigid model to whatever you wish
Havie 26 Aug, 2018 @ 8:27am 
Maybe take a look at an ex of my files.
Vercingetorix works, Militades doesnt (stuck in tpose)

They are structured and coded exactly the same. Ive i attatched the officer and the solider model files.
https://mega . nz/#!1LgFWDLa!34K1EeyG7RWwaVmoQ2Ao-6YB5OAkdEVa8vriyZ7Oe6o
Havie 26 Aug, 2018 @ 8:20am 
Now looking at your "champloo_alexander_the_great" and "_battle" . variant files. and "commander_a_officer.variant
Only the 1st has alexanders models, the _battle seems to have completely new paths with totally split up armor pieces for him compared to the 1st, and commander_a_officer seems to be another solider model file.

Not understanding how any of this correlates or is set up in R2, or how any of this has to do with your man/skin/varus test_general.v2 file