Total War: WARHAMMER II

Total War: WARHAMMER II

CBE | Cinematic Battle Effects 3.8+ Blood Addon - BETA
 This topic has been pinned, so it's probably important
Railgun  [developer] 9 May, 2020 @ 6:52am
WIP / Development / Feedback Thread
Hi,
This thread is primarily for testers, you can download here the next versions into a WIP state, these versions can be not fully functional.
If you want give me some feedback, ideas or other you can do it here. I don't guarantee to add them, but I will test them. I'm also open to know the fps impact of changes.


What would you want to see on the next update ?
Tell me what changes or improvements you want to see for the future updates.
[    Poll Link    ][docs.google.com]


WIP Versions :
[ Download Link    ][drive.google.com]
Beta 6_5 [    Require CBE 3.8 or higher    ]
(This beta is not compatible with Vanilla or CBE - LITE - Version for now)
  • "battle_entity_tables" added to allow specific blood effects by units. (done)
  • Cinematic Battle Effects 3.4 main mod tables changes added. (done)
  • Cavalry Rider infinite ground blood decals. (done)
  • Cavalry Rider impact blood decals reworked. (65% completed)
  • Blowpipe blood impact decals reworked. (done)
  • Javelin blood impact decals reworked. (lzd and chaos done)
  • Throwing Axe blood impact decals reworked. (done)
  • Throwing Star blood impact decals reworked. (done)
  • Throwing Star poison blood impact decals reworked. (done)
  • Ratling Gun / RoR blood impact decals reworked. (done)
  • Bret Trebuchet stone blood impact decals reworked. (done)
  • Add blood impact decals on main arrows. (done)
  • Rifles and Pistols blood impact decals improved. (80% completed)
  • Looking for spells' blood decals. (0% completed)
  • ...
Last edited by Railgun; 26 Aug, 2021 @ 1:48pm
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Showing 1-13 of 13 comments
BHunterSEAL 4 Jan, 2021 @ 10:24am 
This seems to work fine with KMM despite the warning.
Railgun  [developer] 4 Jan, 2021 @ 10:34am 
@BHunterSEAL
Beta 6_4 works fine with the latest game version, but you will not have have the latest CA balancing changes (1.9.2 CA values).
Sorry for the delay, I will try to update it in few hours. ;)

EDIT :
Oh if you speak about the description, yes thank you I forgot to add KMM on the list.
Last edited by Railgun; 4 Jan, 2021 @ 10:46am
Railgun  [developer] 4 Jan, 2021 @ 12:12pm 
:savedisk: [    Beta 6_4 updated    ]
- Compatibility to 1.10.x CA build added.
Last edited by Railgun; 22 Aug, 2021 @ 6:22pm
ZeuS 19 Jan, 2021 @ 11:50am 
Checking the pack file (Version 3.6 (12/13/2020)) in rpfm I see some invalid references, for example "wh2_skv_death_cloud_impact_variant" or "bullet_vsmall_variant" or "wh2_dlc11_cst_gunnery_grenade_impact_variant". I checked and indeed these are not to be found among the xml files. Any idea what is going on?
Railgun  [developer] 19 Jan, 2021 @ 12:49pm 
@ZeuS
It's false "invalid" tagged references, they refere to external references contained into the main CBE mod.

Concerning impacts, you can found them also into "projectile_impacts_tables", if you place your cursor on the name of the impact column into "projectile_displays_tables", you will be able to see that column also use the "projectile_impacts_tables" keys (not only direct xmls references).

If that can help you to understand the structure of the different CBE mods.
Main mod contain 3 things :
- The main settings and vanilla changes.
- Vanilla references changed by new ones.
- Created key references from nothing for the other addons (like Proper Effects).
That's why Proper Effects crash without the main mod, it need these references. That's also why you can see invalid references into this addon (they refere to external references containing into the main mod).

Submods :
- Contain settings of their respective changes.
- Contain refences that refere to the main mod. (the "invalid" ones)
They are invalid because they refer to external references contained into the main mod, like I said above. :)
Last edited by Railgun; 19 Jan, 2021 @ 1:37pm
ZeuS 19 Jan, 2021 @ 10:02pm 
hey @Railgun.
Thank you for your response. To give you some more detail, I was simply merging the various CBE parts together. So, for example, the blood part (hence the "bullet_vsmall_variant" reference) with the main mod. Now my understanding is that there should not be any warnings or errors given as long as there are either 1) external xmls that correspond to a reference, or 2) legit references that can be found in another table. In any case, I realize that rpfm might not be checking properly for that. I have not used it in years and I have certainly not checked its documentation or its code to see what it does currently.

What I was trying to do, was to bring all the various parts of CBE together and change things for myself. e.g. I want to make the smoke from gunpowder units to be significantly denser, linger for much longer and also being affected by wind. Performance is not an issue or consideration in my case. I do not care if I have 10 FPS as long as things look right.

If you want to see an example of what I am approximately after check here:
https://www.twcenter.net/forums/showthread.php?237457-Smoke-and-Blood-Mod-Thread-(Last-Update-28-02-10-Blood-Mod-for-NTW-)-)

Note that for Empire and Napoleon the XML structure is quite different so it would not be a straightforward issue to simply transfer settings to WH2. For the textures I am not sure. This particular mod in fact, contains only a single unwieldy xml file with the settings for everything (rifles, canons etc) as well as for different types of things, e.g. smoke and blood.
Anyway could you point me to the relevant variables in WH2 xmls for smoke density and duration? As it is now I am having trouble even finding the xml for rifles for empire riflemen for example. wh_main_rifle...dust? Which one would that be? Then what are the relevant variables? The emmiter's scale variables? tint variables? I could start going over each xml and trying altering the values in variables until I would figure it out, but that would be really tedious and me reinventing the wheel. I would have to make a change, run the game, create a battle, check, quit, make a change, run the game, create a battle.... you get the idea. You have already done that.

I would immensely appreciate your providing of this info. There seems to be no documentation on the VFX from Creative Assemply. At least I could not find any.



Last edited by ZeuS; 20 Jan, 2021 @ 8:18am
Railgun  [developer] 20 Jan, 2021 @ 2:04pm 
You should have "invalid" references only if they are into a external package, RPFM check issues only on the .pack that you open.
So if they are into another.pack, it won't find them, otherwise you shouldn't have "invalid" references in general.

If you don't care about performances I can suggest you to take a look at the Blood Addon Beta 3 before merging (But you will have a big drop over time because of the number of decals). For now it's the version that cover the most correctly all units, because this version use more global files. I restarted everything from zero with Beta 4 to fix this performance drop issue, I merged the textures and stopped to use global xmls to go on a by units effect instead, but that take time to do, so for now the cover of Beta 4+ is not perfect.

Another small note, if you want to use the WIP Beta 6.4, you can delete every entries of "battle_entities_tables" except the line 450 (wh_main_cavalry_rider_standard_blood) to improve compatibility with other mods. This version is not cleaned of none modified entries because I always work on it.

Anyway, the true subject.
Before starting, in CBE, almost every xmls or effects with the suffix "_variant" are created and not present into vanilla. at the start of the mod I didn't do it, so some don't have this tag, but I started to do that pretty quickly.
Every paragraph in the xmls that have the prefix "libvar_" refers to created library not present into vanilla.

Here you have google sheet that can help you to know what I created or changed from vanilla for the main mod, Proper Effects Addon and Thicker Dust Addon.
CBE Main Mod[docs.google.com]
Proper Effects Addon[docs.google.com]
Thicker Dust Addon[docs.google.com]
In header of each xmls you can also see if it's vanilla edited or a created one.
Keep in mind also that you can hover the column name in RPFM to know where the column will look for its values.

To help you to find what change what.
- When you create a xml, you must add it as a key into "particule_effects_tables" to use it.
- "projectile_displays_tables" and "projectile_impacts_tables" will look their keys into "particule_effects_tables"
- "projectile_displays_tables" can also use "projectile_impacts_tables" keys. So if you don't find the xml that you see into "projectile_displays_tables", look into the"projectile_impacts_tables" that permit to set impacts by type of surface.
- Keys into "projectile_displays_tables" mostly refer to the type of weapon (or ammo), you will be able to know what weapon use what xmls like that.

About xml structures :
You have 2 things, effects and libraries (tagged lib). Effects refer to libraries, libraries contain the global setings of the effect.
So if you change a line into a library (the base), that will apply your changes for all bound xmls (specific effect). But if you edit the lines into a specific effect, that will only change the concerned one.
https://i.imgur.com/GZM0lPM.jpg

Into specific effects you have this sort of values:
By Paragraph :
- name of this group of effects.
- the library used.
- the scaling of them.
- Their orientation (pos_ xyz), sometime also rotation (rot_).
- When they start.
- If they are infinite or not. (works only if infinite is define to true into the library used)

By effects (Keep in mind that these values are additive bellow the library ones) :
- rgba : red, green, blue, "a" is transparency.
- particule lifetime : duration of particle display (can works for density).
- emitter lifetime : for how long you create them (can work for density).

Into the libraries, you can play with much more thing, but it's global to all effects that use that library. Effects into libraries are divided on 3 sections : EMITTERS, BEHAVIOUR_CHAINS, EFFECT RENDER STACKS.

For what you search specificly.
In EMITTERS part:
- For the wind you have : WindVarianceFactor, EffectedByWindFactor.
(this can vary importantly depending of the maps)
- You can play with ParticleInitialSpeed, ParticleDeceleration, Deceleration, DecelerationStartTime, DecelerationAmount and GravityAmount to change the density or the behaviour of the effect.
- You can also found start or lifetime setting and infinite lifetime setting.
- CullDistances and ParticleCullDistances to change the distance where you can see the effect (on close or far view).

in BEHAVIOUR_CHAINS part:
- Textures pathes.
- Base color of the effect (vs_colour).

here we are, I think you have here the basic things. ;)
Last edited by Railgun; 21 Jan, 2021 @ 4:41am
ZeuS 20 Jan, 2021 @ 9:26pm 
T H A N K you for your help and your time. I appreciate your help beyond words! :)
Railgun  [developer] 21 Jan, 2021 @ 4:45am 
Don't hesitate to ask if you need other details. ;)
Last edited by Railgun; 21 Jan, 2021 @ 4:46am
Railgun  [developer] 20 Mar, 2021 @ 3:37pm 
:savedisk: [    Beta 6_4 updated    ]
- Compatibility to 1.11.x CA build added.
Last edited by Railgun; 22 Aug, 2021 @ 6:22pm
Railgun  [developer] 8 Aug, 2021 @ 5:41pm 
:savedisk: [    Beta 6_5 updated    ]
- Compatibility to CBE 3.8 added.
- Compatibility to 1.12.x CA build added.
Last edited by Railgun; 22 Aug, 2021 @ 6:22pm
Talivus 19 Feb, 2023 @ 7:45pm 
Is this still being developed?
Railgun  [developer] 19 Feb, 2023 @ 11:51pm 
No Sorry, I don't play to TWW2 anymore.
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