Total War: WARHAMMER II

Total War: WARHAMMER II

NO MORE STUPID ANIMATIONS FOR ALL RACES (Compatible with Everything Affects Custom Units)
 This topic has been pinned, so it's probably important
TheLoneCenturion  [developer] 2 Jun, 2018 @ 11:54pm
UPDATE NOTES
Okay everyone im posting this discussion here so that you all can easily see all changes done in one page while being able to discuss it at the same time.

>Update: May 31 @ 1:16pm

-Update for new dlc also made Franz use his other hammer attacks more instead of just lunging into the enemy line and dieing, his attacks are more focused now because of this and hit less people but kill more outright (as they should he is a duelist).

>Update: Jun 1 @ 10:27pm

-Wood elf and Dark elf Spear and shield animations reworked to be more professional focusing on stabs from behind the shield (no more swinging the spear like a sword)

-however since CA decided to have dark elf swordsmen use the same animations they now also will focus on stabbing but it still looks much better as they no longer use the other really wierd animations (like the one that looks like its snapping their wrist).

>Update: Jun 3 @ 1:19am

Saurus Spears will now use thier spear more often (lol) also they wont jump into the air and toss their only weapon into the enemy line while magicaly clipping through the enemies to retrieve it.

Kroq-gar now uses his LEGENDARY spear as a SPEAR not a javelin, in other words he also will use thrusts more, but will still swing it like he normally does because lets face it when you are a 8 foot tall lizard with massive musles it doesn't matter if you are using the weapon right so long as enough force is applied.

-Spear thrust attack chance increased
-jumping spear throw now only used in the initial charge
-wierd hoping downstab that doesnt hit anything but hurts targets removed

>Update: Jun 3 @ 2:40am

Fimir Dual Mace troops changed
- The dual weapon Fimir had 2 really lazy animations so I got rid of one and lowered the chance of the other while adding in a jumping attack
- Made the hopping overhead attack happen in melee every now and then which increases shock value of unit
- Removed the lazy left and right swing (litterally looked like they were so exausted that they could barely lift their weapons, yea it was that slow)
- Made dual overhead swing happen more since it looks far more powerful and well done
- Lowered the tail smack attack chance slightly (its still there but it wont happen 60% of the time like it did before)
- Fast swipe with right hand weapon chance increased slightly (its a clean fast swing which really helps them look more active)

>Update: Jun 3 @ 2:20pm

Fimir Great Weapon animations changed to be more like the shock troops they are
- Lazy kick animation ditched for a more agressive heavy attack
- Jump attack chance increased (inflicts more damage and knocks down more enemies)
no other changes made since their other animations are well done.

>Update: Jun 3 @ 9:40pm

Skinks changed to use faster animations over their slower ones, will jab more while jumping a bit less.

>Update: Jun 5 @ 1:49pm

Finally Dwarves changed no more diving into enemy lines
-Jump attacks removed from melee (only usable in the charge for shock infantry)
-Slayers comepletely unaffected by these changes
-Lords will try and stay in formation (except Ungrim and White Dwarf)

>Update: Jul 12 @ 4:11am

Added back the short hop overhead attack to empire sword and shield infantry since it looks fine and doesn't launch the soldier into enemy lines.

>Update: Oct 10 @ 6:14pm

Fixed bug with skink animations, skink animations are now untouched since they use a more complex set of them and ultimately they fit their eratic nature.
Last edited by TheLoneCenturion; 10 Oct, 2018 @ 3:50pm
< >
Showing 1-8 of 8 comments
Keep it up man good job.
Reichspepe 3 Jun, 2018 @ 6:58am 
Is it intentional that Eternal Guard without shields use the Empire Halberdier "striking upwards" animation?
TheLoneCenturion  [developer] 3 Jun, 2018 @ 11:23am 
@Reichspepe They shouldn't even be able to, but now that ive looked through so is norsca spearmen. Apparently thats just their anims, CA copied the meta data from empire spears and maped it to hu1d and hu1c models -_-
my work is never done XD

Im probably just going to use dark elf halberd thrust anims for them since they look better and are compatible
Rustic Clover 3 Jun, 2018 @ 11:35am 
Wait, does that mean that one can somehow use different race animations for each other? Since I would have thought Eternal Guard wouldn't be able to use human animations.
TheLoneCenturion  [developer] 3 Jun, 2018 @ 1:11pm 
@[RoC] Erwin WE can't make them compatible with other races (yet), but CA can by remapping the meta data of the animation, Im still working on a decoder to see if I can read the meta data files for animations but it will take time.
Rustic Clover 3 Jun, 2018 @ 2:06pm 
I wish you good luck, then.
Guvenoren 11 Jul, 2018 @ 10:06am 
Couple of things I noticed:

I noticed something for the dwarfs. there are no jumping attacks for the shielded dwarfs from the charge, yet jumping in pitched combat.

Volkmar is stabbing with this hammer in unmounted mode.
Last edited by Guvenoren; 11 Jul, 2018 @ 10:21am
Buzz-buzz 12 Oct, 2019 @ 10:02am 
So, it's possible to remove the jumping attack animations instead of that after the charge (and it has already been done to the Empire), right?
Last edited by Buzz-buzz; 12 Oct, 2019 @ 10:04am
< >
Showing 1-8 of 8 comments
Per page: 1530 50