Total War: WARHAMMER II

Total War: WARHAMMER II

Dancing Orcs 2 - SFO: Grimhammer 2 Submod
33 Comments
Karl Franz Feb 13, 2022 @ 11:35am 
SO i imagine they idea I pitched earlier has been shelved due to warhammer 3? lol
To infinity and beyond Dec 29, 2021 @ 1:53am 
Sounds like Waaagh!
Karl Franz Jul 4, 2021 @ 8:09am 
Excellent! I wanted to do a campaign with Wurrzag and Have him chase after his real dream...being a pro orc break dancer. Hes gonna bust moves all over the old world that they never even seen!
I mean there is nothing like dancing on your rivals Graves now is there?
Ryriame Jul 4, 2021 @ 7:37am 
@ihKu47 If you do, there will only be dancing no war! :Attacked:
ihKu47  [author] Jul 4, 2021 @ 2:15am 
@Karl Franz

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). :lunar2019piginablanket:
Karl Franz Jul 3, 2021 @ 1:15pm 
Orcs? Dancing!? By Sigmar!
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?
Ryriame Mar 2, 2021 @ 11:56pm 
A mod most needed for savage.
RatboyW Feb 3, 2021 @ 2:37pm 
Ayy thanks homie
ihKu47  [author] Feb 3, 2021 @ 12:11pm 
Updated for the newest SFO version Kings & Raiders.
ihKu47  [author] Jun 26, 2020 @ 10:51pm 
Now updated for the Enough for Everyone SFO version!
GoatScream Jun 26, 2020 @ 9:48pm 
SFO has been just updated, could you update this?
ihKu47  [author] Jan 4, 2020 @ 11:04am 
Updated for the current SFO version!
RatboyW Oct 8, 2019 @ 2:19am 
Gotcha, Venris put
"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! :)
ihKu47  [author] Oct 8, 2019 @ 2:14am 
Thanks @Cyñical :) I checked the updated SFO version just now and there were no changes to the affected units, so this mod should work as before! I'll reupload it anyway in the hopes that the launcher won't classify it as outdated.
RatboyW Oct 5, 2019 @ 1:19am 
Just a heads up that SFO has been updated! Thanks for keeping this silly mod alive! :)
ihKu47  [author] Sep 15, 2019 @ 3:47am 
Updated - though you should obviously wait for SFO II to update as well. For some reason the Workshop page doesn't show the update dates for most of my mods though.
ihKu47  [author] Aug 11, 2019 @ 2:44pm 
@Fattea
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.
Fattea Aug 8, 2019 @ 10:38am 
Unfortunately it doesn't work, but at least we both loaded your mod mid-campaign and that worked
Fattea Aug 5, 2019 @ 9:56pm 
No problem, I'll try that later and let you know if it works!
ihKu47  [author] Aug 5, 2019 @ 2:52pm 
@Fattea
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!
Fattea Aug 5, 2019 @ 1:05pm 
Hey, great mod there :D
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
JayJay Jul 27, 2019 @ 1:47pm 
@ihKu47 Ok, that's too bad. But if it does not fit, it does not fit. Your decision ;D
ihKu47  [author] Jul 27, 2019 @ 12:45pm 
@JayJay
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.
JayJay Jul 27, 2019 @ 11:26am 
I looked it up in the SFO changelog, where they are still called morboyz, sry for that. They were apparently renamed to Boneklubber Tribe Savage Orcs, same hp as black orcs.
ihKu47  [author] Jul 27, 2019 @ 6:05am 
@JayJay
I think we both made a mistake, Morboyz don't appear to be a unit added by SFO. Oh well!
JayJay Jul 26, 2019 @ 2:41pm 
No, thank you for this mod! :D
ihKu47  [author] Jul 26, 2019 @ 12:41pm 
@JayJay A good point, It does not at the moment: Only regular savage orcs and savage orc big'uns are affected. It shouldn't be too hard to make Morboyz use the animation as well, I'll set it on my To Do -modding list. Thanks for the suggestion! :)
JayJay Jul 26, 2019 @ 5:06am 
Those this mod include the SFO-made unit Savage Orc Morboyz? I think they are a deviation of Big'uns, not sure about that though.
ihKu47  [author] Jul 24, 2019 @ 2:07pm 
@Bob
It's simple to get them to dance but.. those moves! Nothing simple about them.
ihKu47  [author] Jul 24, 2019 @ 2:06pm 
@Nukular Power
I'm glad the upload was in time for your campaign! :steamhappy:
Nukular Power Jul 24, 2019 @ 12:22pm 
ahaha, i just started a wurrzag campaign and was remembering this old mod.. thanks for the update, great timing :D
Bob Jul 24, 2019 @ 10:30am 
Don't call it simple when orcs dance ...
菠萝神选 Jul 24, 2019 @ 8:05am 
绿皮舞蹈