Put them in the animations folder. The path is Medieval II Total War\data\animations for your vanilla install.
Put them in the animations folder. The path is Medieval II Total War\data\animations for your vanilla install.
It can, as long as that mod uses the vanilla kingdoms animations callouts in the battlemodels.modeldb file. Some mods add custom animation sets that make them incompatible with it.
Yeah, If you want my opinion, just use the ones where it removes the animation. The 2h axe anim is very fast in comparison to the others. I'll probably release a version that removes the punching animations too, because those are slow and unreliable.
Aaaaand it was the animation slots. Managed to turn it into something useful.
The problem, as far as I can tell, is the weapon geometry baked into the animation itself. The impact delta only seems to control both the use of the animation, and which reaction animation to use. The animation has a measurable "effect," as I was able to pin it to a certain reaction based on the impact delta, but I haven't been able to make it cause damage.
Be sure to read the full description for everything this pack has!
So this Website doesn't notify me about comments so sorry for being 2 months late to catch this comment. But you have a point, this is based almost entirely on vanilla medieval 2. It will take some work, but I can try to update these with the newer kingdoms animations.
Hey there, so I did notice that the punch they do does no damage because the weapon geometry is outside of the attack, so I actually replaced it with the punch from 1-handed swordsmen, who do have weapon geometry, in the newer versions. Feel free to check those out.
Oh I see, they just changed the shuffle_backward animation to shuffle_forward or ready_idle. Clever. Yeah, I'll see if I can implement it.
This does change their animations, but vanilla greatswords also lack the ap modifier, which means that they underperform compared to other, heavily armored units. My suggestion would be to give them that in the export_descr_unit file, or pair it with some unit overhaul.
I'm pretty sure that's controlled by the export_descr_unit file. Using guard mode also helps them keep formation.
Unfortunately, I'm also not sure that's something I can change. Soldiers just sort of space themselves out during combat.
There's a point a few minutes into the video where I point arrows to units doing the animation I'm talking about.
The mod removes that animation.
It probably would, assuming they use vanilla weapon types.
Aleolex
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I'm just a guy who likes to edit text files until something works.