Final improvement animation packs
Full Version 2 commentsFinalized Versions of the Mod. Hopefully the final update. There are two folders in this one: The first is the final version of the improvement mod. This...
A number of animation packs for download to improve your medieval 2 experience. Originally created to improve 2-handers, it removes an animation that every unit has, but hits 2-handed axe units especially hard.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Finalized Versions of the Mod. Hopefully the final update. There are two folders in this one: The first is the final version of the improvement mod. This...
Updated animation packs with the kingdoms animations.
A new animation set meant to bring new functionality to broken animations, and improve units previously neglected.
This is a version of the 2-hand improvement mod that prevents soldiers from spreading out during combat. Everything else is the same.
This new folder has the same animation changes as the original, but it also includes some changes to halberd animations that make things much better...
The full animation changes. 3 folders containing different versions.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Where do I put the files?
Put them in the animations folder. The path is Medieval II Total War\data\animations for your vanilla install.
Does it work with other mods? Or is it just for the vanilla game?
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.
There is something wrong with your final animation packs. the 2-hand axe units is too op. the polearm and 2-hand sword still very weak. even 2-hand sword have ap still can't defeat 2-hand axe.
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.
You say the problematic animation doesnt kill enemies.
Did you test what the problem is? The impact delta too short?
Hardcoded problem with the particular animation ID?
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.
Aaaaand it was the animation slots. Managed to turn it into something useful.
Greatswords use different animations and still push and get annihilated
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.