I'm actually using photoshop 7 which is quite an old version, but would still cost around £200\$330 to pick up.
I'm actually using photoshop 7 which is quite an old version, but would still cost around £200\$330 to pick up.
that more an I can afford to put into this mod.... says the man who tried calling Alec Baldwin if we wanted to do voice work.... he didn't answer. But still what I wouldn't give for my copy to be working....
or : replace it wiv da powah of da Waaagh. (Gorb)
"They're not blue coloured Blood Ravens, they're Ultramarines."(jaylo138)
I've finished the textures for the ogryns, luckily the pvp kommando hero's spechul shoota is almost a match for the ripper gun.
I can't do anything about the orks huge teeth but i still think the ogryns look pretty good.
After i've done a portrait & locale entries for the squad i'll pack it up & put it in a pm Eihger.
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good GOD! I am going to somehow find away to implement them.
I wonder if there's a way I can add them to the campaign roster, or maybe change Thule to them.. but WOW those are just impressive... Wildcard will get a kick out of them as well.
Wow. That is as good as an ogryn can get without a new model.
They look very stompy!
Really great mod but i dont want ultramarines i dont like them![]()
You need to go to "Gameassets/Data/Config and delete the "defaultchapter colours" or something like that.
The other two files are "camera" and "armypainter colours" in that folder. You need to delete the one that is not the camera and armypainter colours.![]()
@DeusImperator
The default attack for them is melee so they swing their guns like clubs just as ogryns would.
@Seering21
You must not delete the "defaultchaptercolours.lua", it has enemy changed campaign colours as well.
Open up the "defaultchaptercolours.lua" found in "Data\config".
The file is a ".lua" so it can be edited with any text editor, but don't use notepad, use wordpad. You need to edit the colours under the first entry(SM_Bloodravens), you also changes badges here as well.
eg:
primaryColourName = "Metallic Blue",
secondaryColourName = "Metallic Blue",
tintColourName = "Abyss Orange",
extraColourName = "Abyss Orange",
The names of the colours are displayed in the army painter in game & must be put in with capitals & spaces.
That is very hard to work out, so it is better if you delete it if you are not a modder.
Deleted, the original one will load.
Of course, this will mean Ulthwé, Leviathan and Bad Moons for enemies. (But that is fine for me). The orks could be anyone, but Leviathan, Blood Ravens and Ulthwé are mentioned in many sentences.
I would find it very ridicolous for a Farseer of Biel Tan to say "To face a seer of Ulthwé the damned!"
Not to mention a Space Wolf saying that "We are Blood Ravens!"
So if you want to set custom colours, like Black Templars versus Alaitoc, Goffs and Behemoth, you need to edit it.
To Jaylo138
Would you make 1 of terminator in Tarkus squad that equip with storm-bolter to be heavy-flamer ?
I feel kind of lacking flamer when I see his squad just have 1 flamer, if it 2 it will be more effective.
And I see some swap general duties between FC squad & Avitus squad when they are in terminator armour.
Avitus is more likely going into melee than FC when enemies come close and will likely going in melee often if you use his "Clear out" ability.
FC instead, keep shooting & using range weapon all the time even some ork or tyranid chomp down on his head already he just keep shooting like a dummy decoy.
I know that some may say to let FC use Thunder-hammer & Storm-shield then problem solve, good ending.
But I likely to let him have gun in his hand and still bravly charging at enemies like he do when in power armour.
ps. As I see that in terminator armour is still have something to improve so I will focus on testing this mod by playing with terminator armour.
@DeusImperator
The colours i changed the enemy to are not based on any specific schemes, they're colours i thought looked good together.
@trintong
Tarkus can equip flamers, so just equip him with one.
If i added another termie flamer then 3 would be possible which is overkill.
As for the FC or any squad for that matter firing when they should be in melee is a game bug that seems to have been introduced post 1.5. I'm pretty sure i've seen a post about it somewhere.
To counter it simply press the stop button on the squads ui & it will immediately go melee.
I will allow thunder hammers for the FC but i don't think this will stop the bug.
when is the oregins comming out
"We are the Ultramarines, the Sons of Guilliman. Whilst we draw breath, we stand. Whilst we stand, we fight. Whilst we fight, we prevail. Nothing shall stay our wrath."
- Marneus Calgar - Chapter Master of the Ultramarines.
I have a problem:
All the Bosses at the end of the maps are very weak. Some of them die instantly if they get shot by a Predator.
It just happened to me that the game hung up because a Predator shot the spawning Tyranide in the cut scene where Thule should spawn...
i don´t know what to do...
I want to try to "reinstall" the mod but i´m not sure which folders i can delete and which i shouldn´t delete. Help?![]()
Delete all folders in your "GameAssets\Data" folder except the "movies" folder.
The mod is designed for Primarch.
just one more question how did you make them swing there weapons in CC
The ogryns works great no animation locks or the like, their only problem is they regenerate health so quickly in combat they CANNOT die. They simply have too much health regen in combat, turn off combat regen and they'll be fine.
@liniv
To be honest that's the way they worked out.
I used ork slugga boys ebps, with the FC leveling stats, so they are a melee unit. The weapon they use is the pvp Kommando hero's spechul shoota, which is a type of shotgun.
If attack move is used or right click on an enemy then they wade in swinging their guns as well as firing on the move.
@Eihger
I'll have a look but didn't notice anything in my mod when testing.
I think your animation lock comes from the fact you have missing files in your model folder.
You can leave out any textures you don't edit & the animations folder if there is one but you must keep the other files even though you don't edit them.
For example:
.abp
.hkm
.motiontree
.hkanim
I left .hkanim out of my custom nob model folder thinking that the game would simply load it from the archive, but it didn't & my ogryns in game just froze.
Edit: So basically if you have any custom mod folders put all relavent files in them as the game won't look there.
Last edited by jaylo138; 14th Sep 09 at 6:03 PM.
Well the animation locks usually happen to the melee IG units, like the veteran and the command squad. Really the Veteran Squad hasn't been changed they just have chain swords, but I can see the command squad locking up then.
ok stupid me i thought you ment they swing there weapons like clubs like in dow 1
They do, that's what i meant.
You will see when i release the update.
HOLY SHIT HOLY SHIT HOLY SHIT
Where's the Bloody Taanks!!??
My Blood Ravens are back!!!Thank you brothers!!! Thank the Emperor!!!!
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Blood Ravens... Bleh!![]()
Last edited by jaylo138; 16th Sep 09 at 12:24 PM.
By the way...the IG squads have a "No Range."
And the Psyker's hair stands on end, which really makes him look intimidating.
Poor Jaylo...he's getting sick. XD
OMG! you are a GOD! really! single man have done muuuch more than relic did for 6 patches for almost a year! pro! just pro!
Marneus Calgar rules!
@guardsman lover
IG squads having "no range" might be because you havn't copied over the locale file hmmm...
Hmm...I remember copying over everything int he Data folder....
The locale folder is separate.
You should know that by now.
For Commissar, You should add his ability to do rally squad.
(I want him shot 1 guard man to boost moral but that can't do so just rally squad is fitted.)
ps. Those who not serve in battle will be serve in firing line !
I noticed that the psyker doesn't fire too often, but that's probably because he's not Eldar. =D
The destructor lightning doesn't fire fast because it's powerful.
Huh, I have the norange thingy instead of the IG drop pod name and I copied the locale folder. Does anyone else have this problem?
- sincerely, the Sign Painter
Nah, the one with the Horde. I also have norange yaddayadda for the IG units.
I have to say, though, that the Ogryns look surprisingly good. I am in love with them.![]()
Marneus Calgar... bah. Baby blue upstart smurf youth.
Not a man to be compared with Logan Grimnar!
Oh and:
RAGNAR BLACKMANE RULES!!!! (Howl for the Fang, followed by chanting the name Leman Russ a thousand times)
Smurfs are way too goody goody and self-proud to my tastes. Other chapters believe they are the best. The Smurfs believe it, and they propably have it in a neon sign above Maccrage.
But unfortunatly DoW2 forces me to play non-viking Space Marines, and the manliest of the are the Blood Ravens and the Black Templars.
All right, fanboy mode off![]()
The ogryns are great, the commisar is good too, but the Psykers still looks totally eldar to me, sorry. I think the shiny baubles (soul stones ) make it eldar for me.
The ogryn gun even looks a bit like Ripper guns, great find there.
I wish I can command Commissar to shot Psyker's head in battle, LOL.
Die! Heretic!! For not so effective in battle !!! (Las-pistol shot to head.)
His once-in-a-blue-moon firing does make him incompetent enough to be shot by the commissar. XD
Marneus Agustus Calgar and the Ultra Smurfs FOR THE WIN!!!!!!!!!!
I still think this is the best DoW2 mod out so far. That and post #1000
Keep up the good work jaylo!
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