Orcs Must Die! 2

Orcs Must Die! 2

Attack of the Undead
25 Comments
dennisw100 18 Jan, 2020 @ 3:22pm 
My game dosent want to start with this mod
Grim><Reefer 16 Feb, 2017 @ 8:28am 
love it
rayden_solo 18 Jan, 2015 @ 11:25am 
I have exactly the same problem as Antideam, this looks really good and it's sad I cant kill undead orcs.
Blackhand  [author] 1 May, 2014 @ 11:54am 
That's particle from Acid Cauldron trap :). It took me awhile to figure out how to attach it correctly but I think it was totally worth it :).
On side note, can you tell me what tools do you use for texturing and previewing models with custom textures? I have few ideas I'd like to try, though my texturing experience is very limited (I've been messing around with textures in Earth 2150 series, that's all actually :D) and I don't expect I'd make something worth sharing with te world :D.
Kyrandia 31 Dec, 2013 @ 1:19am 
Hi BlackHand. Maybe your intuition is right... the unique diference that i could imagine between our versions is the language.
Don't worry
And thanks for creating this mod, is an excellent idea.
[BGK] Antideam 29 Dec, 2013 @ 10:07am 
I did all of that none of them work for me and i dont get any errors i just launch the game but it dosent launch anything and then says last play today
Blackhand  [author] 29 Dec, 2013 @ 8:15am 
Honestly, I don't know why my mod doesn't work for both of you :(. Do you get any error messages? Did you try to switch profiles (I mean if you play as War Mage, launch game without mods, switch to Sorceress profile, close game and launch again with mods)? What language do you have set in game (maybe try switching to English if you have set different language)?
Kyrandia 28 Dec, 2013 @ 7:02pm 
like XxShadowxX, i can't use the mod.
I have both DLC (F&F and FT) and all other mods disabled and game don't launch if this mod is active.
[BGK] Antideam 14 Dec, 2013 @ 8:52am 
I do have all the DLC but it still dosent work
Blackhand  [author] 14 Dec, 2013 @ 5:27am 
What about DLCs? I suppose that my mod may require Fire & Water and Family Ties, though I'm not sure because I have all DLCs and I was unable to test it on version without DLCs.
On the other hand, do other mods work? Particularly those which use particles from DLCs like this one http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=159553023 ?
[BGK] Antideam 13 Dec, 2013 @ 12:17pm 
Yes i did i launch it by itself it keeps crashing
Blackhand  [author] 13 Dec, 2013 @ 12:05pm 
Have you tried to disable all other mods? Do you own all DLCs ("Booster Packs")?
[BGK] Antideam 13 Dec, 2013 @ 11:55am 
When i run the game with this mod it crashes what do i do
Blackhand  [author] 1 Sep, 2013 @ 5:06am 
I know about that :). There are "types" - heavy, very heavy and orc (i guess :)), if you change all to, for example, "orc" all of them would be tossed with the same "force". Physics traps just set monster speed and direction, that's all, there's no real "force" involved (well, except gravity :)).
Shades 1 Sep, 2013 @ 4:58am 
I think I just saw a new mod called Dream of Flight, which increases trap power, but also claims to turn very heavy enemies to just heavy. So it seems somebody has been able to do that, just dont ask me how. :-)
Blackhand  [author] 1 Sep, 2013 @ 4:10am 
@Essah
Well, I have two possible solutions, now I just have to decide which is better :).

@PonyHit
Are you sure? Zombie is replacement for medium, skeleton with Ghost Rider - like flaming skull is for heavy and skeleton without any particles is for light. If it looks different for you, well... Could you provide a screenshot? Do you use any mods that change monsters' stats? If yes, disable them and see if it helps. I don't think my mod is compatible with other mods that change monsters in any way.

@juha39
Good idea, though it would probably, as you noticed, make lighter monsters flying until they eventually die :). And of course there are heay and very heavy... Bad thing is that I don't see any weight-related stats in files, which means that weight is probably hard-coded :/. So achieving something similar in effect to weight change would require trap modifications, which is what I try to avoid.
Shades 31 Aug, 2013 @ 3:21am 
I think skeletons should have a lowered weight, because of the slimming effect of shedding that extra meat. Possibly some fall protection, because they could be flying a lot. Some of them should survive the experience, unless they fall into lava, of course...
Rain 29 Aug, 2013 @ 10:52am 
there is no light orc warrior in this mod
Blackhand  [author] 27 Aug, 2013 @ 11:58pm 
Ok, I get it :). I'll fix this but not before sunday, I'm afraid. I'm on leave currently, far away from my PC :). Thanks for pointing that out, in fact I hoped that people will report bugs in comments :).
Haigen 27 Aug, 2013 @ 8:30pm 
i meant, your mod is not just nice, its great idea. When things are returning from the viod wall, they are skelettons, so u could easy mistake them with enemies.
Blackhand  [author] 27 Aug, 2013 @ 1:47pm 
@PON-3
It wasn't hard at all actually, data related to animation seems to be stored in separate files, not with models :). There was a 'little' problem with 'shield orcs' - there is a separate model with shield for each orc variant and game just switches models when orc loses a shield. Unfortunately, shield isn't a separate model, it's just part of the model of orc with shield, I had to figure out some workaround.
@Essah
It's actually awful, but hey, who plays OMD! because of story :). I don't plan to modify any files other than related to mobs, my idea is to keep this mod compatible with at least mods which add/modify traps/weapons/trinkets/etc.
Haigen 26 Aug, 2013 @ 3:31pm 
Not nice, but great mod discription and "story", and the mod idea. What happens with mobs returning from hungry walls? Do they get their original bodies?
Pon3d 26 Aug, 2013 @ 9:46am 
Sweet dude. Did it take much work to get the skeleton models working normally?
TheGaeb 24 Aug, 2013 @ 11:44am 
sucks
Moon 23 Aug, 2013 @ 5:07pm 
sexy