Total War: WARHAMMER II

Total War: WARHAMMER II

Not a Thriller - skeleton animations desynced
50 Comments
angrybirdgofan 11 Jun, 2022 @ 12:01am 
this isn't multiplayer compatible
[NC] Will Francesco 3 Oct, 2021 @ 1:36pm 
This is still my favorite and funniest mod description I have ever read LOL
Julietta 20 Jul, 2021 @ 6:46am 
thx you bro
IEBGENER  [author] 15 Jul, 2021 @ 3:56am 
The mod should be now up to date.
IEBGENER  [author] 14 Jul, 2021 @ 1:36pm 
On the other hand though, it won't be a huge upload so it should go through anyway. I'll take a look at it tomorrow.
IEBGENER  [author] 14 Jul, 2021 @ 12:41pm 
I would gladly, though not soon I'm afraid.
I had storms today, and my router happened to be one of its victims (the lightning strike actually cored it), so for the time being I run on mobile data plan.
Zhaitan 14 Jul, 2021 @ 10:42am 
pls update for the dlc the silence and the fury:) ty
sirmicou85 1 Apr, 2021 @ 9:48pm 
Great this mod finally works !! :D
Sicario 1 Apr, 2021 @ 6:23am 
I just defeated a skaven army of 17000 with my 2800 undead. Then game crashed.. FML xD
Sicario 1 Apr, 2021 @ 6:21am 
Yea I agree with you on this one. It makes them look silly and unintimidating the way CA made them move like a North Korean army parade. Thats why I always preferred the zombies until this mod. Thx for making it!
IEBGENER  [author] 1 Apr, 2021 @ 1:52am 
I agree the perfect sync-lock does help the unnatural feeling, but for the number of skeletons per squad in Total Warhammer, I feel it's just unnecessary. I mean, the sight of a whole horde of risen skeleton warriors picking a charge towards you is horrifying enough as it is. It doesn't need that additional evil puppeteer's puppets vibe, I think.

And look what you do to me - had to split the comment in two, because it passed the 1000 characters mark. :D
IEBGENER  [author] 1 Apr, 2021 @ 1:51am 
I mean, I get the logic behind the original behaviour. Just as well, someone here even commented it is so, as a a homage to Ray Harryhausen, and linked the skeleton fight scene from Jason and the Argonauts. And it's OK, I respect that, and I respect that people feel differently on the subject.

I'm just not a fan of how it looks on a bigger squad. It just looks too artificial to me - like a scrupulously directed choreography - even with said homage idea in mind. Considering different bone density, height and build differences, various state of decay on the bones, maybe even binding magic going weaker from one flank to another... I just believe there is too many factors coming into play for an entire squad of skeletons to go in a perfect lockstep.
Sicario 31 Mar, 2021 @ 5:40pm 
@Knushgar following that logic would also mean when one attack all of them attack at the same time though.
IEBGENER  [author] 22 Mar, 2021 @ 1:41am 
Updated for Rakarth Bolton.
Zhaitan 21 Mar, 2021 @ 6:03am 
pls update :) ty
Knushgar 1 Mar, 2021 @ 3:09am 
I mean, everyone thinks differently but like they are animated remains held together by the lords magic. It makes sense for them to march like that. That's my opinion on the matter. (The matter on Zombies tho is that yes they are also reanimated BUT main difference is them still having flesh, muscle tissiue and the like so the it would make sense that the amount of magic requiered to animate and keep them going would be less and same with concentration.)
IEBGENER  [author] 4 Dec, 2020 @ 2:28am 
Updated for Treefest at the Twilight.
IEBGENER  [author] 31 Oct, 2020 @ 2:49am 
Hi, not at all. :)
Krimson 30 Oct, 2020 @ 8:52pm 
Mind if I make an SFO version?
sirmicou85 5 Sep, 2020 @ 8:32pm 
Good new, this mod works again with all my mods (121 mods) ! So really thank you for your great job IEBGENER ! :D
Osvald 27 Jun, 2020 @ 7:18pm 
Thanks spooky master
IEBGENER  [author] 21 May, 2020 @ 11:20pm 
Updated for the Warden and the Paunch.
IEBGENER  [author] 12 Dec, 2019 @ 10:23am 
Updated for Edge and the Blade.
IEBGENER  [author] 10 Dec, 2019 @ 6:44am 
Updated for the Speed Potion, just in case.
IEBGENER  [author] 16 Sep, 2019 @ 11:39am 
If you are running it with any general overhaul/rebalance mod, there is a high chance it touches the same entries I did (because both this, and unit stats are in the same table), and that the other mod has got a higher priority on these.

If you are running it with Cataph's Boyz will be Boyz (CTT) mod, there is an alternative file linked in the description.
IEBGENER  [author] 16 Sep, 2019 @ 11:06am 
Are you running it with other unit mods?
Most notably - with anything that might affect the VCount skeleton entries?
sirmicou85 16 Sep, 2019 @ 10:19am 
At all it doesn't work ! They are still perfectly synchronized !
IEBGENER  [author] 14 Sep, 2019 @ 1:40pm 
Should be possible, as far as I know their animations use the same skeleton (pun honestly not intended).
Will think on it over next week, see how the TK anims look synced/desynced on them, maybe I'll even come out with some what-I-think-would-be-a-witty title and description for it.
Mofunkles 14 Sep, 2019 @ 4:59am 
It would be nice if the Tomb King skeleton animations could be moved onto the VC skellies - mod idea if it's possible ;)
IEBGENER  [author] 14 Sep, 2019 @ 12:19am 
Could very well be, though still I prefer them desynced. :)

I mean, I see what they wanted to to, and concept-wise it's alright. However, in my opinion, there is just too many units per squad for it to look any good.
Mofunkles 13 Sep, 2019 @ 3:09pm 
Nice mod. Though their animations even desynced is god awful to look at... I think having them synced would probably be fine if they didn't walk like they had shit themselves.
IEBGENER  [author] 12 Sep, 2019 @ 10:39am 
Updated for Beauty and the Beast.
Mumion der Unsterbliche 2 Jun, 2019 @ 1:44am 
Ok .
IEBGENER  [author] 2 Jun, 2019 @ 1:33am 
Yes, they are compatible.
This mod edits just 4 entries under land_units_tables table, none of which CBF would touch.
So unless CA messes something in skeletons' land_units db entries, and Norse decides is a bug, those two would be compatible without issues.
Mumion der Unsterbliche 2 Jun, 2019 @ 12:08am 
Ok. Thanks .
IEBGENER  [author] 1 Jun, 2019 @ 4:46pm 
Should be, but I'll check tomorrow, to be sure, and let you know.
Mumion der Unsterbliche 1 Jun, 2019 @ 11:56am 
Community Bugfix Mod Compatible ?
IEBGENER  [author] 19 May, 2019 @ 2:14am 
Updated for Amethyst.
prentince.mungo 29 Apr, 2019 @ 9:55am 
thx :lunar2019coolpig:
IEBGENER  [author] 28 Apr, 2019 @ 11:46am 
Hi,
once again, sorry for the delay.
Updated.
IEBGENER  [author] 18 Apr, 2019 @ 6:30am 
Hi everyone, this WILL be updated, but a bit later (in a week or two), as I don't have currently access to my notebook.
IEBGENER  [author] 2 Feb, 2019 @ 5:39am 
You're welcome, glad to hear it. :)
Cvlsoldier 2 Feb, 2019 @ 5:36am 
Thanks! Love this mod!
IEBGENER  [author] 2 Feb, 2019 @ 3:08am 
Updated for Festag.
Cvlsoldier 1 Feb, 2019 @ 6:24pm 
Update for Festag
IEBGENER  [author] 3 Dec, 2018 @ 11:07am 
Hi,
didn't even know of the reference, thanks for the link. :)
Yes, I understand the purpose of the animation sync, and I do appreciate the concept (simultanously regretting that I can't see my nehekharan warriors just emerging from beneath the sand like this), it's just that I don't like how it looks like with tens of skeletons per squad in the field. And I just named it like this because it gave me the feeling of more choreographic drill than puppetmaster pulling the strings, and Michael Jackson was the first person that came to my mind.
But should I know about this before, I would have thought of some pun containing "rays" in the title.

So maybe, in a way, it's better I did not ;)
Rhedd 2 Dec, 2018 @ 1:14pm 
Options are fine and all, but I just have to point out that the vanilla animations have nothing to do with Michael Jackson videos. They're based on Ray Harryhausen animation, and convey the feeling that a single necromancer is controlling a large number of completely mindless puppets.

Here, watch this... https://www.youtube.com/watch?v=pF_Fi7x93PY

No problem if you're not a fan, but the idea is still really clever, artistically.
ihKu47 27 Nov, 2018 @ 12:07pm 
Thanks for the answer! Nice to hear it's so simple too :) I'll have to try it out on the orc mod (and honestly it sounds like something I might play around with on other units just for goofs) later this week. I can already see in my mind's eye da boyz dancing in perfect disharmony, what a time to be alive! :2016popsicle:

First stop is a bit of self-flagellation and praises to Sigmar though, to keep off the touch of Tzeentch, as you said :P

Thanks again!
IEBGENER  [author] 27 Nov, 2018 @ 12:01pm 
Hi, it's generally frowned upon to ask a magician to reveal the magic behind his tricks. In warhammer one might even grow a third eye :)

Jokes aside - It's not even animation change really. Simply, in db->land_units_tables, there is a column called sync_locomotion, just at the very end of the table. On default, it's checked. For this mod I just unchecked that, because, as I wrote, it really annoyed me. :)
ihKu47 27 Nov, 2018 @ 8:22am 
Cool mod, I don't think you're the only one who has been bothered by the synced animation :) What did you change, exactly? I've been looking at the mod tables and the vanilla ones but nothing that affects the animations really catches my eye. Then again, I woudln't know it if I see it if it doesn't say "animation" on it :P

If I understood what you changed, I could maybe give a go at desyncing the savage orcs of the dancing savage orcs mod.