Excellent! Hopefully the combat anims in particular will get an overhaul and we can finally see an animation for attacks of opportunity instead of the stupid yellow slash effect obsidian treated us to. Keep up the good work, sir!
I'm a little late to the party, but damn this looks great! The animations of NWN2 were definitely one of the biggest turn-offs for a lot of players I think, and this is a great step in the right direction towards fixing this
Site Bot - I love your work and really looking forward to see everything (especially samurai and new battle animations). If you could start by fixing the staff animations to look something like this: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=1727 I'll donate gladly!
Greetings and thank you for this wonderful mod as it gives NWN2 players hope that one day we will have actually good animations for this otherwise great game.
As a suggestion, I would like to ask you to look into fixing rapier animations, since the ones that are being used by default look absolutely ridiculous for this kind of weapon. Obsidian has already included suitable thrusting attack animation for the rapier in the game (I'm sure you've already seen the one handed sword thrust animation which sometimes plays when you're wielding a sword in one hand and a shield in the other, not to mention the fast and short thrust animation that is exclusive to the rapier), the problem is that these animations are played along with the default sword animations, which look ridiculous in the rapier's case. Maybe you could try to restrict rapier animations only to these suitable two? That alone would pretty much fix the weapon.
There are three columns in baseitems.2DA called %AnimSlashL (slash left), %AnimSlashR (slash right) and %AnimSlashS (stab). Each column represents the percentage likelihood of playing one of those three animations when using the weapon. If you changed those values to 0, 0 and 100 respectively for the rapier entry, rapiers should only ever play thrusting attack animations.
EDIT: So much for that theory. It looks like those 2DA columns don't do anything in NWN2.
Thank you all for your comments, was away sick last week but feel 10x better just seeing the responses. About the donations, even what I mentioned I still forgot to even put the donate button up, but its there now. working on transferring everything to my main laptop and tablet so I can just make animations on the go. Theres so many and it looks like it'll take a while to implement them all.
I love the idea of this turn based system your making and any chance to play FFVI is exciting, I have played almost every FF except 6. Currently have 1,2,7,8,9,X,X2, and 13 under my belt. But I Hear 6 is still considered the best among many.
You should also play Final Fantasy IV (4), 6, as well as tactics. My personal favorites are 4, 7, 9 and Tactics. Try to get the most recent version of 4,6, Tactics that you can. Since they were released on PSP, DS, Android etc.
4 is basically where they started to get serious with the plot in the FF games and has great characters and DnD-like classes. Tactics is a Turn Based JRPG with tactical combat, serious and dark plot, job-based and there's "multiclassing". You can have a huge party of various characters with various abilities.
This is a fantastic step in the right direction. I resigned that RWS Hellfire had given up on NWN2. He was so close with mounts and swimming and even levitation. All we needed was combat animations. Perhaps you're the messiah we've been waiting for? Anyhow. I've been following NWN2 for years because it is the most versatile 3d RPG creation platform out there for non-experts like me. I am in the process of creating a JRPG style module system with no scripting experience. The entire engine is built on the NWN2 Conversation (ga_Do_damage) and world map editor for GUI elements. I'm creating a tech demo of Final Fantasy VI to showcase the turn-based combat and job system. It operates completely outside of D& engine save for HP, saving throws, and damage immunities/resistance etc. Anyhow, I look forward to what you come up with. I'm motivated to donate to your cause. Where can I do that?
Awesome stuff! But I have a few constructive criticisms and a few requests that I would like to add.
Criticisms: 1) The cloaks don't animate with the walking. Not sure if that applies to other stuff like tails or wings for example. 2) I think it could use a small tweak with the knee-bending part to make it smoother and more natural-looking. Or it might be just me.
Requests: 1) Could you do a running animation as well? Take some ideas from Dragon Age or Skyrim. The arms should stay close to the body but still move, as well as having closed fists. The body shouldn't be going back and forth but instead it should rotate slightly (shoulders moving).
2) I think pretty much most of the male animations need improving. But I would like to see dual wielding have better hitting animations like the female one. More slashing/piercing I mean and less swinging like clubs. Spinning would be awesome too.
3) New idle unarmed animations. Less going back and forth and more keeping a focused stance. More like karate/kung-fu/Bruce Lee and less boxing, in my opinion. As it's fitting for a Monk and not a boxer or brawler.
4) Keeping a large weapon on their shoulder when they move, like the females and not to the side which looks very silly and impractical.
5) I would like to see more "cool" and reserved casting animations. Instead of throwing their bodies about and throwing stuff, it should be like NwN1 where they prepare the spell (optional) and direct it with one or two hands.
Generally, you could take some of the female animations and adjust them to look more masculine and with less butt-wiggling and you'll be almost there.
I really hope you deliver us even more and better animations. Keep up the amazing work! Voted, Endorsed and Tracked.
Thank you for posting this Nenilai. It would be good to have more animations, particularly for those standard animation that have never been implemented in the original game. However, you might want to moderate your expectations for donations just a little. The NWN2 module building community isn't that large to begin with. Just a suggestion...
13 comments
I'll donate gladly!
As a suggestion, I would like to ask you to look into fixing rapier animations, since the ones that are being used by default look absolutely ridiculous for this kind of weapon. Obsidian has already included suitable thrusting attack animation for the rapier in the game (I'm sure you've already seen the one handed sword thrust animation which sometimes plays when you're wielding a sword in one hand and a shield in the other, not to mention the fast and short thrust animation that is exclusive to the rapier), the problem is that these animations are played along with the default sword animations, which look ridiculous in the rapier's case. Maybe you could try to restrict rapier animations only to these suitable two? That alone would pretty much fix the weapon.
EDIT: So much for that theory. It looks like those 2DA columns don't do anything in NWN2.
I love the idea of this turn based system your making and any chance to play FFVI is exciting, I have played almost every FF except 6. Currently have 1,2,7,8,9,X,X2, and 13 under my belt. But I Hear 6 is still considered the best among many.
4 is basically where they started to get serious with the plot in the FF games and has great characters and DnD-like classes.
Tactics is a Turn Based JRPG with tactical combat, serious and dark plot, job-based and there's "multiclassing". You can have a huge party of various characters with various abilities.
There is only a backlog of like 10000000 requests out there for things to be done.
Great work by the way, won't download just yet, video was a good example though. Will see how things develop.
Criticisms:
1) The cloaks don't animate with the walking. Not sure if that applies to other stuff like tails or wings for example.
2) I think it could use a small tweak with the knee-bending part to make it smoother and more natural-looking. Or it might be just me.
Requests:
1) Could you do a running animation as well? Take some ideas from Dragon Age or Skyrim. The arms should stay close to the body but still move, as well as having closed fists. The body shouldn't be going back and forth but instead it should rotate slightly (shoulders moving).
2) I think pretty much most of the male animations need improving. But I would like to see dual wielding have better hitting animations like the female one. More slashing/piercing I mean and less swinging like clubs. Spinning would be awesome too.
3) New idle unarmed animations. Less going back and forth and more keeping a focused stance. More like karate/kung-fu/Bruce Lee and less boxing, in my opinion.
As it's fitting for a Monk and not a boxer or brawler.
Examples:
http://img2.wikia.nocookie.net/__cb20100420145502/streetfighter/images/f/f0/RYU-SF4k.gif
http://dreamcancel.com/wiki/images/b/b3/Ryo_sprite.gif
4) Keeping a large weapon on their shoulder when they move, like the females and not to the side which looks very silly and impractical.
5) I would like to see more "cool" and reserved casting animations. Instead of throwing their bodies about and throwing stuff, it should be like NwN1 where they prepare the spell (optional) and direct it with one or two hands.
Generally, you could take some of the female animations and adjust them to look more masculine and with less butt-wiggling and you'll be almost there.
I really hope you deliver us even more and better animations. Keep up the amazing work!