全面战争:战锤2

全面战争:战锤2

Not a Thriller - skeleton animations desynced
50 条留言
wildsalmon2 2022 年 6 月 11 日 上午 12:01 
this isn't multiplayer compatible
[NC] Will Francesco 2021 年 10 月 3 日 下午 1:36 
This is still my favorite and funniest mod description I have ever read LOL
Julietta 2021 年 7 月 20 日 上午 6:46 
thx you bro
IEBGENER  [作者] 2021 年 7 月 15 日 上午 3:56 
The mod should be now up to date.
IEBGENER  [作者] 2021 年 7 月 14 日 下午 1:36 
On the other hand though, it won't be a huge upload so it should go through anyway. I'll take a look at it tomorrow.
IEBGENER  [作者] 2021 年 7 月 14 日 下午 12:41 
I would gladly, though not soon I'm afraid.
I had storms today, and my router happened to be one of its victims (the lightning strike actually cored it), so for the time being I run on mobile data plan.
Zhaitan 2021 年 7 月 14 日 上午 10:42 
pls update for the dlc the silence and the fury:) ty
sirmicou85 2021 年 4 月 1 日 下午 9:48 
Great this mod finally works !! :D
Sicario 2021 年 4 月 1 日 上午 6:23 
I just defeated a skaven army of 17000 with my 2800 undead. Then game crashed.. FML xD
Sicario 2021 年 4 月 1 日 上午 6:21 
Yea I agree with you on this one. It makes them look silly and unintimidating the way CA made them move like a North Korean army parade. Thats why I always preferred the zombies until this mod. Thx for making it!
IEBGENER  [作者] 2021 年 4 月 1 日 上午 1:52 
I agree the perfect sync-lock does help the unnatural feeling, but for the number of skeletons per squad in Total Warhammer, I feel it's just unnecessary. I mean, the sight of a whole horde of risen skeleton warriors picking a charge towards you is horrifying enough as it is. It doesn't need that additional evil puppeteer's puppets vibe, I think.

And look what you do to me - had to split the comment in two, because it passed the 1000 characters mark. :D
IEBGENER  [作者] 2021 年 4 月 1 日 上午 1:51 
I mean, I get the logic behind the original behaviour. Just as well, someone here even commented it is so, as a a homage to Ray Harryhausen, and linked the skeleton fight scene from Jason and the Argonauts. And it's OK, I respect that, and I respect that people feel differently on the subject.

I'm just not a fan of how it looks on a bigger squad. It just looks too artificial to me - like a scrupulously directed choreography - even with said homage idea in mind. Considering different bone density, height and build differences, various state of decay on the bones, maybe even binding magic going weaker from one flank to another... I just believe there is too many factors coming into play for an entire squad of skeletons to go in a perfect lockstep.
Sicario 2021 年 3 月 31 日 下午 5:40 
@Knushgar following that logic would also mean when one attack all of them attack at the same time though.
IEBGENER  [作者] 2021 年 3 月 22 日 上午 1:41 
Updated for Rakarth Bolton.
Zhaitan 2021 年 3 月 21 日 上午 6:03 
pls update :) ty
Knushgar 2021 年 3 月 1 日 上午 3:09 
I mean, everyone thinks differently but like they are animated remains held together by the lords magic. It makes sense for them to march like that. That's my opinion on the matter. (The matter on Zombies tho is that yes they are also reanimated BUT main difference is them still having flesh, muscle tissiue and the like so the it would make sense that the amount of magic requiered to animate and keep them going would be less and same with concentration.)
IEBGENER  [作者] 2020 年 12 月 4 日 上午 2:28 
Updated for Treefest at the Twilight.
IEBGENER  [作者] 2020 年 10 月 31 日 上午 2:49 
Hi, not at all. :)
Krimson 2020 年 10 月 30 日 下午 8:52 
Mind if I make an SFO version?
sirmicou85 2020 年 9 月 5 日 下午 8:32 
Good new, this mod works again with all my mods (121 mods) ! So really thank you for your great job IEBGENER ! :D
Osvald 2020 年 6 月 27 日 下午 7:18 
Thanks spooky master
IEBGENER  [作者] 2020 年 5 月 21 日 下午 11:20 
Updated for the Warden and the Paunch.
IEBGENER  [作者] 2019 年 12 月 12 日 上午 10:23 
Updated for Edge and the Blade.
IEBGENER  [作者] 2019 年 12 月 10 日 上午 6:44 
Updated for the Speed Potion, just in case.
IEBGENER  [作者] 2019 年 9 月 16 日 上午 11:39 
If you are running it with any general overhaul/rebalance mod, there is a high chance it touches the same entries I did (because both this, and unit stats are in the same table), and that the other mod has got a higher priority on these.

If you are running it with Cataph's Boyz will be Boyz (CTT) mod, there is an alternative file linked in the description.
IEBGENER  [作者] 2019 年 9 月 16 日 上午 11:06 
Are you running it with other unit mods?
Most notably - with anything that might affect the VCount skeleton entries?
sirmicou85 2019 年 9 月 16 日 上午 10:19 
At all it doesn't work ! They are still perfectly synchronized !
IEBGENER  [作者] 2019 年 9 月 14 日 下午 1:40 
Should be possible, as far as I know their animations use the same skeleton (pun honestly not intended).
Will think on it over next week, see how the TK anims look synced/desynced on them, maybe I'll even come out with some what-I-think-would-be-a-witty title and description for it.
Mofunkles 2019 年 9 月 14 日 上午 4:59 
It would be nice if the Tomb King skeleton animations could be moved onto the VC skellies - mod idea if it's possible ;)
IEBGENER  [作者] 2019 年 9 月 14 日 上午 12:19 
Could very well be, though still I prefer them desynced. :)

I mean, I see what they wanted to to, and concept-wise it's alright. However, in my opinion, there is just too many units per squad for it to look any good.
Mofunkles 2019 年 9 月 13 日 下午 3:09 
Nice mod. Though their animations even desynced is god awful to look at... I think having them synced would probably be fine if they didn't walk like they had ♥♥♥♥ themselves.
IEBGENER  [作者] 2019 年 9 月 12 日 上午 10:39 
Updated for Beauty and the Beast.
Mumion der Unsterbliche 2019 年 6 月 2 日 上午 1:44 
Ok .
IEBGENER  [作者] 2019 年 6 月 2 日 上午 1:33 
Yes, they are compatible.
This mod edits just 4 entries under land_units_tables table, none of which CBF would touch.
So unless CA messes something in skeletons' land_units db entries, and Norse decides is a bug, those two would be compatible without issues.
Mumion der Unsterbliche 2019 年 6 月 2 日 上午 12:08 
Ok. Thanks .
IEBGENER  [作者] 2019 年 6 月 1 日 下午 4:46 
Should be, but I'll check tomorrow, to be sure, and let you know.
Mumion der Unsterbliche 2019 年 6 月 1 日 上午 11:56 
Community Bugfix Mod Compatible ?
IEBGENER  [作者] 2019 年 5 月 19 日 上午 2:14 
Updated for Amethyst.
prentince.mungo 2019 年 4 月 29 日 上午 9:55 
thx :lunar2019coolpig:
IEBGENER  [作者] 2019 年 4 月 28 日 上午 11:46 
Hi,
once again, sorry for the delay.
Updated.
IEBGENER  [作者] 2019 年 4 月 18 日 上午 6:30 
Hi everyone, this WILL be updated, but a bit later (in a week or two), as I don't have currently access to my notebook.
IEBGENER  [作者] 2019 年 2 月 2 日 上午 5:39 
You're welcome, glad to hear it. :)
Cvlsoldier 2019 年 2 月 2 日 上午 5:36 
Thanks! Love this mod!
IEBGENER  [作者] 2019 年 2 月 2 日 上午 3:08 
Updated for Festag.
Cvlsoldier 2019 年 2 月 1 日 下午 6:24 
Update for Festag
IEBGENER  [作者] 2018 年 12 月 3 日 上午 11:07 
Hi,
didn't even know of the reference, thanks for the link. :)
Yes, I understand the purpose of the animation sync, and I do appreciate the concept (simultanously regretting that I can't see my nehekharan warriors just emerging from beneath the sand like this), it's just that I don't like how it looks like with tens of skeletons per squad in the field. And I just named it like this because it gave me the feeling of more choreographic drill than puppetmaster pulling the strings, and Michael Jackson was the first person that came to my mind.
But should I know about this before, I would have thought of some pun containing "rays" in the title.

So maybe, in a way, it's better I did not ;)
Rhedd 2018 年 12 月 2 日 下午 1:14 
Options are fine and all, but I just have to point out that the vanilla animations have nothing to do with Michael Jackson videos. They're based on Ray Harryhausen animation, and convey the feeling that a single necromancer is controlling a large number of completely mindless puppets.

Here, watch this... https://www.youtube.com/watch?v=pF_Fi7x93PY

No problem if you're not a fan, but the idea is still really clever, artistically.
ihKu47 2018 年 11 月 27 日 下午 12:07 
Thanks for the answer! Nice to hear it's so simple too :) I'll have to try it out on the orc mod (and honestly it sounds like something I might play around with on other units just for goofs) later this week. I can already see in my mind's eye da boyz dancing in perfect disharmony, what a time to be alive! :2016popsicle:

First stop is a bit of self-flagellation and praises to Sigmar though, to keep off the touch of Tzeentch, as you said :P

Thanks again!
IEBGENER  [作者] 2018 年 11 月 27 日 下午 12:01 
Hi, it's generally frowned upon to ask a magician to reveal the magic behind his tricks. In warhammer one might even grow a third eye :)

Jokes aside - It's not even animation change really. Simply, in db->land_units_tables, there is a column called sync_locomotion, just at the very end of the table. On default, it's checked. For this mod I just unchecked that, because, as I wrote, it really annoyed me. :)
ihKu47 2018 年 11 月 27 日 上午 8:22 
Cool mod, I don't think you're the only one who has been bothered by the synced animation :) What did you change, exactly? I've been looking at the mod tables and the vanilla ones but nothing that affects the animations really catches my eye. Then again, I woudln't know it if I see it if it doesn't say "animation" on it :P

If I understood what you changed, I could maybe give a go at desyncing the savage orcs of the dancing savage orcs mod.