Divinity: Original Sin 2

Divinity: Original Sin 2

Animations Plus
54 Comments
KirGeo 23 Oct, 2021 @ 9:33pm 
Was wondering if you could look at a mod on nexus and make some adjustments/improvements.

The mode tones down the comedic effect of sneaking by removing the stone/bush/barrel cver on top of the character. It works great except for the lizard animations. If it could be improved and posted here. Feel the mod would get far greater coverage.

Link to it.
https://www.nexusmods.com/divinityoriginalsin2/mods/8

KirGeo 23 Oct, 2021 @ 9:30pm 
Hello, thank you for making all these mods and the mod loader. Has really changed the way to play this game.
_Shoot_&_Pray_ 2 Sep, 2021 @ 3:16am 
Be sure to install Norbyte's Script Extender. And install it properly in ***\Steam\steamapps\common\Divinity Original Sin 2\DefEd\bin
The script fixes alot of issues that can pop out while using mods and one of the issues I personally had was getting additional characters at the start of the game.
Vexien 14 Jun, 2021 @ 7:56pm 
In case anyone was curious, i fixed it by turning this mod off before the start of the game, then turned it back on after it was created.
LaughingLeader  [author] 14 Feb, 2021 @ 7:00pm 
@Vexien That's not something this mod does. Sounds like you may be missing a dependency for a mod and had a story compilation error. If the game has a compilation error, then you get a bunch of extra characters in your party.
Vexien 14 Feb, 2021 @ 3:56pm 
So the 6 new characters it forces into your party at the start of them game, what are you supposed to do about that?
LaughingLeader  [author] 3 Dec, 2020 @ 2:33pm 
@A nondescript pumpkin Doubt it. Load order for this shouldn't be a big deal since not many (if any) mods are overriding the same resources. If any do, they would just win the override if lower.
A nondescript pumpkin 2 Dec, 2020 @ 8:01am 
could putting this mod too high in the mod load order cause the game to crash?
Shadow1474 6 Oct, 2020 @ 8:54pm 
@LaughingLeader I see, yeah that makes sense. I didn't even think about having to do it for all the other races. Ah well, maybe some day!

Still though, thank you for everything you do. We all appreciate you!
LaughingLeader  [author] 6 Oct, 2020 @ 4:05pm 
@ Shadow1474 Unfortunately we're still unable to make or edit animations for existing characters. Make/edit as in changing the actual animation file, as opposed to just the resource in the game.

This is because the skeleton conversion process we have to do to be able to play around with it changes it in such a way that when you convert it back to DOS2's format, the animation's skeleton no longer has the same values as the original did, so it doesn't match up with the pre-existing character.

We can add new animations for new characters, but yeah nothing for existing ones yet unfortunately. Even if the conversion was worked out with complex math to preserve the bone data, we would still need animation rigs and a lot of time/effort to make new animations (and possibly have to do it 8 times, for every race/gender), so it'd still be a big time investment.
Shadow1474 6 Oct, 2020 @ 2:49pm 
I had a question but I didn't know if it was more appropriate to ask on this page or your Weapon Expansion mod. I guess it's more of a request or an idea really, but do you think it's feasible to change bow animations to feel more like a bow. Myself and quite a few people I know who play Divinity hate the bow animations with a passion as it lacks the feel, the satisfaction, the nocking, and even the quiver.

I'm sure it'd be an undertaking, but I think it's definitely something worth improving for the experience.

Anyways, can't wait for the full release of your Weapon Expansion, we're all excited!
LaughingLeader  [author] 24 Apr, 2020 @ 5:28pm 
@ Fixx101 Sorry for the delayed response. The Nexus version should now be the same as the one on here.

@ Satanism.Is.My.Favorite.Ism Working on getting an open beta ready soon. Currently reworking a bunch of things with script extender features (pistols for one).
Soy Story 14 Apr, 2020 @ 5:48am 
@LaughingLeader Is this the same version as on nexus? Nexus shows uploaded 26 dec but this one is the 19th..?
Satanism 4 Apr, 2020 @ 7:24am 
Any updates on when weapon expansion will be released?
Soy Story 30 Mar, 2020 @ 1:03am 
Is this the same version as on nexus? Nexus shows uploaded 26 dec but this one is the 19th..?
Lythrilux™ 8 Feb, 2020 @ 4:17am 
Would it be possible to change existing animations? Like the Curse status ones?
Lady Maria 12 Dec, 2019 @ 12:57pm 
appreciate your hard work! thank you :D
LaughingLeader  [author] 12 Dec, 2019 @ 5:08am 
@Lady Maria All I can say right now is, soon! Working to get it released this month, and then add additional stuff in later updates.
Lady Maria 27 Nov, 2019 @ 6:55am 
when will Weapon Expansion (In-Progress) come out?:steamhappy:
LaughingLeader  [author] 15 Oct, 2019 @ 2:52pm 
@kvaliant @Hana That's doable possibly, using an "Override Animation Set". That's the only way you'd get it to apply to players and not NPCs.

A potential issue with that is unsetting another override set from a different mod (that's using Animations Plus), like my Weapon Expansion mod I've been working on, which uses override animation sets to make you play different animations for special weapons (katanas, fireball magic currently).

That would ultimately be a minor issue, so I'll see what I can do!
Ritzykitz 15 Oct, 2019 @ 1:08pm 
@kvaliant I want to know how to do this too, bumping
kvaliant 22 Sep, 2019 @ 10:43pm 
Curious to know if I could use this mod to replace the idle animation for male elves (player only)? The idle anims within the respec mirror are so much better than the default mouth-open animation. Any insight you'd be willing to share as to how difficult that'd be?
Commander Jake Sulli 2 Sep, 2019 @ 7:46pm 
Thanks for getting back to me :) All sorted now, thank you! <3
LaughingLeader  [author] 1 Sep, 2019 @ 9:57pm 
@ Commander Jake Sulli No, that's not normal. When you sub, it downloads the mod to your steam workshop folder. Then when you launch the game, the game copies those downloaded workshop files to the Larian folder in your my documents folder. If you aren't seeing the mod, then chances are it's not copying the file over. You can copy/paste it manually.
Commander Jake Sulli 1 Sep, 2019 @ 4:14pm 
Hi all, this mod isn't appearing in my mod list, is that normal? Thanks :)
Hastur 28 Apr, 2019 @ 3:01pm 
I'm having very weird issues in multiplayer. Buddy crashes when he uses an unarmed attack (without the mimic weapon), along having access to npc spells/abilities, which is totally random.
TheKingKakashka 7 Mar, 2019 @ 12:26pm 
Any updates yet ?
pazuros 19 Jan, 2019 @ 9:57am 
When will the Mimicry mod be released? Just asking ;)
Geno Killer 17 Jan, 2019 @ 1:30pm 
Ah, ok, thanks. Is there a list of mods which use this one (apart from the 3 you're currently making)? I don't want to download this and not have to use it.
LaughingLeader  [author] 17 Jan, 2019 @ 10:43am 
@agitated_tachyon @Geno Killer They require other mods to use them, yes.

For instance, the animation noprepare tends to be used by modders to have an instant-cast skill, yet it tends to have issues with skill types such as shout (often the skill won't actually cast). Anim+ adds a "cast' textkey to this animation, so it can be used by any skill type and the game will recognize that skill as being cast.

Additionally, the other big thing is the unarmed weapon set getting skill animations (you'll need a mod that adds an unarmed weapon), and dual wands getting dual wield skill animations (again you'll need a mod that adds new weapon skills that dual wands can use).
Geno Killer 17 Jan, 2019 @ 6:09am 
So if I'm understanding this correctly this mod is for modders to use when creating/changing animations? If so then would I need to subscribe to this too, or just the other mods? In that case is there a list of mods which are using some of these animations?
iloxis 1 Jan, 2019 @ 8:56pm 
I'm a little confused since there's no previews in the mod's media section. Are there any edited animations that will appear in the vanilla game? Or is this just to make way for mods that utilise these unused animations?
LaughingLeader  [author] 9 Dec, 2018 @ 10:19am 
No good estimate of an ETA just yet, mainly because I continually run into issues when adding new assets (models, animations, etc), which takes time to sort out, primarily because it's usually an issue related to converting something to DOS2's file format.

As an example, I spent a lot of time perfecting a grimoire model in Blender, got it animating right, and when I exported it and got it into DOS2, it turned out like this: Left: Blender, Right: DOS2 [i.imgur.com]. My response to this kind of stuff is to first figure out if I did something wrong, then figure out if it's a problem from the export process, then contact the developer of the exporter and try to figure out the problem together.

It's unfortunate Larian went with the Granny2 format for their model/animation assets, as it's been a never-ending series of issues.
󠁆 1 Dec, 2018 @ 10:15pm 
yeah i'm really excited for your mods they seem real special is there a rough release date so i can gauge to start a new game or not
LaughingLeader  [author] 26 Nov, 2018 @ 7:53pm 
Frankly, Weapon Expansion is a complex mod, asset/stats/scripting-wise, so I'd like to get it to a stable place before I release it, as updating stats and scripts gets tricky when you want to support existing saves.

Currently the plan is to release Weapon Expansion once I'm sure the foundation is stable and I have all the core features ready, then I'll add more weapon mastery skills/bonuses and re-balance things when needed down the road.

Mimicry is closer to release - I just need to test it a bit more in-game to make sure I haven't missed anything obvious.

Here's some more Weapon Expansion teasers:
Dual Shields [gfycat.com]
Dual Shields - Shield Toss [gfycat.com]
Rapiers [gfycat.com]
Satanism 24 Nov, 2018 @ 1:09pm 
When is the weapon expansion mod goin to be released?
Ron Burgundy 30 Oct, 2018 @ 8:35am 
I am excited for this weapon mod.
󠁆 29 Oct, 2018 @ 7:41pm 
when is the release date for em?
TARS 29 Oct, 2018 @ 12:33pm 
@LaughingLeader Okey, thank you!
LaughingLeader  [author] 29 Oct, 2018 @ 12:15pm 
@RAUUUUUUUL All mods do, but you can re-enable them with this mod (it works for the DE): Achievements (Nexus) [www.nexusmods.com]. Though, it looks like it hasn't been updated in almost 2 months, and there's been an update or two since then, so it may need an update before it'll work again.
TARS 29 Oct, 2018 @ 11:41am 
Does this Mod disable Achievements?
LaughingLeader  [author] 29 Oct, 2018 @ 8:17am 
Performance hit? No, I don't believe so, as it just adds a few existing animations to empty keys, a couple of existing animations with new keys (so they're available outside of weapon sets), and it adds a few new dummy bones. Nothing that would impact performance. No scripts, no effects, no changed visuals.
Soylent 29 Oct, 2018 @ 7:45am 
Is there any performance hit when using this mod?
TheKingKakashka 29 Oct, 2018 @ 4:44am 
Keep up the good work ! They all look amazing ... I will start over the game after your mod is published :)
LaughingLeader  [author] 29 Oct, 2018 @ 3:40am 
This was the other big addition today: Greatbow Basic Attack - New Arrow Visual [gfycat.com].
Normally when you do a basic attack with a bow, visually you see nothing (no arrow in hand) until it's already flying through the air. Well, with Greatbows, you now see the arrow as you go through the attack animation.

Suffice it to say, this was a huge pain to implement (I had to carefully rotate the arrow effect for every race/gender), but I'm happy with the results. :otrmetalhand:
LaughingLeader  [author] 29 Oct, 2018 @ 3:40am 
Still working on the mods (there's not enough time in the day!), but here's some more teasers:

Greatbow Skill: Cushion Force [gfycat.com]. When shooting a target with Cushion Force, the closer you are, the farther they fly. Enemies and items the target passes by or through take damage, and the target takes damage upon landing (if they're an enemy). Additionally, this skill can be used to safely knock your allies around, either as a gap closer, or to fling allies out of harm's way.
TheKingKakashka 27 Oct, 2018 @ 1:20pm 
When do we get the mods for the animations ? Can't wait to start a new game !
Razkil 27 Oct, 2018 @ 11:12am 
That grimoire, is it based on Black Clover by chance? Looks amazing, can hardly wait for it lol
󠁆 27 Oct, 2018 @ 12:04am 
damn look so neat!
Willy Wanker 25 Oct, 2018 @ 5:47pm 
Can't wait for the release of the Weapon Expansion mod. Sounds interesting