Total War: WARHAMMER II

Total War: WARHAMMER II

Brood Horror 80 Speed for SFO
16 Comments
=[NK]= Col. Jack O'Neil  [author] 26 Dec, 2021 @ 6:09pm 
I've just updated the list of mods I've been working and helping working on incase there are any extras you guys are interested in! :) Happy festive season!
=[NK]= Col. Jack O'Neil  [author] 26 Nov, 2021 @ 4:09pm 
Updated for the last kiss. Slightly reduced the walk, acceleration and deceleration speeds.
=[NK]= Col. Jack O'Neil  [author] 20 Nov, 2021 @ 5:31pm 
No worries :)
RatboyW 20 Nov, 2021 @ 3:10pm 
Oh wow I totally forgot about this, didn't play the last couple months lol, sorry to leave you hanging brother! Glad you solved it anyway though, I never would've figured out that the table names work like that lol
=[NK]= Col. Jack O'Neil  [author] 9 Oct, 2021 @ 2:57am 
Ahh, I lie.. For some reason with this mod I used @sfo_two, instead of an ! that I normally use. So the problem was it was trying to load the tables at the same time. I've changed this to ! so it will take priority, and yeah, changed the lod to 2. So you can run both mods without issue :)
=[NK]= Col. Jack O'Neil  [author] 9 Oct, 2021 @ 2:11am 
Set Anim Lod Distance Multiplier to 2, so that it doesn't over write the settings from Lod remover, which allows you to see weapons from a further distance. This won't impact your FPS as it's only the 1 unit.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2068730450
=[NK]= Col. Jack O'Neil  [author] 9 Oct, 2021 @ 2:09am 
@Cynical,

So I'm not sure it's this mod that's conflicting with LOD and causing crashes. I tried it with my original settings with just SFO, my mod, LOD SFO and LOD original, and it doesn't crash. Are you sure you had LODs original mod running?

I'll still change the LOD setting to 2 so that it's the same thing, but there isn't a hard crash when I run the two mods :)
=[NK]= Col. Jack O'Neil  [author] 9 Oct, 2021 @ 1:54am 
@Cynical,

So it looks like it's only the anim lod distance multiplier that's set to 2 in the lod mod, so I will probably just set my mods to 2 as well. It won't cause poeples rigs to take a hit, and will should make it compatible.

I'm not sure why it's crashing though, as my table entry is !, and lod's is @, so mine should take priority.. But I'll test it now and see how it goes :)
=[NK]= Col. Jack O'Neil  [author] 22 Sep, 2021 @ 9:55pm 
Haha, that's all my mods are! Can you send it to me then so I can upload it? :)
RatboyW 22 Sep, 2021 @ 7:37pm 
Oh no I'm not a real mod author or anything lol, I just like modding so much that I learned to tinker. I'm basically just gonna copy/paste your stats into the table in the LOD mod (or the other way around, whichever is easier), nothing that would constitute its own release haha
=[NK]= Col. Jack O'Neil  [author] 22 Sep, 2021 @ 7:33pm 
Thanks for the heads up. Feel free to publish your changes if you want? I haven't played since the LOD mod was updated, but I'll be using it as well, so I'd sub to your upload if you do publish it:)
RatboyW 22 Sep, 2021 @ 4:58pm 
Found out that this is incompatible with the LOD Remover for SFO, totally locks up the game lol. It's because they edit the same table, I'm sure I can just manually edit it in RPFM to include your stat changes tho. Just letting you know in case it comes up.

I do hate how models/LODs can be tied to stats and tables like this tho, I'm sure it's just an old dev technique (like pairing timings to framerate), but it sucks for modding sometimes lol
=[NK]= Col. Jack O'Neil  [author] 23 Aug, 2021 @ 7:11am 
Updated some changes in the table that was made with the recent patch and I've reduced charge speed from 150 to 110.
=[NK]= Col. Jack O'Neil  [author] 20 Jul, 2021 @ 5:21pm 
No problem! :)
RatboyW 20 Jul, 2021 @ 12:16pm 
Thanks again for making this, such a specific/niche fix, but very appreciated :)
=[NK]= Col. Jack O'Neil  [author] 20 Jul, 2021 @ 6:02am 
I've just linked my other mods if anyone is interested :)