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I mean there is nothing like dancing on your rivals Graves now is there?
This action has my consent! I haven't really looked into how to mod the campaign map animations and stuff, but I think it may be possible to do it in a similar way as the battle animations. Your idea is fun, maybe I'll look into it down the line when I start updating the mods again (quick updates sure to follow with the next dlc, ofc).
But for real though, I dont suppose their is a way you can make this a mod for Wurrzag on the Campaign map? Edit his Raid stance to Make him dance in place on the campaign map?
"Savage Orcs; anti large bonuses increased by 10%, +8 anti large bonus added to Arrer Boyz missiles."
in the changelog, so i didn't know if that'd mess with this mod. Thank you for checking! :)
Thanks for reporting in! I'm glad to know there was one way to get it running at least, I'll add it to the description for future reference.
Thanks! I'm not actually sure if it would work: I have never tried a co-op campaign, so I haven't personally tested doing it. The mod is so simple that it should be toggleable on and off in single player campaigns (though I haven't tried that either), but does the game in general allow you to change mods in the middle of a multiplayer campaign? I think if you pose the question in the Discussions or Workshop Discussion someone with more multiplayer experience may have a more definitive answer.
If the issues above will not prevent the mod being used, your friend will still likely need to use this mod as well, as I understand the game requires both players to have all the same mods active to be able to play together.
Sorry I couldn't be of more help!
Simple question : I'm currently playing a co-op campaign with a friend with SFO. Can i continue playing with the same saves with this mod? And can I use the mod while my friend is not using it? Thanks
Thanks for looking it up! I thought Morboyz were familiar, but assumed it must have been another mod I was using. The problem with Boneklubber Tribe is that they're using two handed weapons, which the dancing animation does not work with. I could change their weapon while keeping their stats, but I'm not sure if that's pushing the scope of what I wanted to do with this mod. I will have to think on, changing them and not changing them both have their pros and cons.
I think we both made a mistake, Morboyz don't appear to be a unit added by SFO. Oh well!
It's simple to get them to dance but.. those moves! Nothing simple about them.
I'm glad the upload was in time for your campaign!