PD:TH Surrender Animations (Fixed and Improved)
This mod replaces the surrender/intimidated animations with the animations from Payday: The Heist.
Unlike other mods which do the same thing, the animations from this mod have been tweaked so that there is no more cases of getting an extended neck, broken fingers, wrists and knees.
Notice
- This mod conflicts with anything that edits these files:
gen_sup_lvl1_enter_var1.animation
gen_sup_lvl1_idle_var1.animation
gen_sup_lvl2_enter_var1.animation
gen_sup_lvl2_idle_var1.animation
gen_tied_enter_var1.animation
gen_tied_idle_var1.animation
gen_tied_all_in_one.animation
possessed_cop.animation
- The animations despite their slowness will not affect gameplay. Timers for intimidation and pager activation remains the same.
- The gun often shifts and twitches. I'm well aware of that. I can't do much more about it than I already have. Due to things out of my control, what you see is what you get.
Trivia
Spoiler!
- People wanted this and so did I to an extent. I doubt I would've committed to this had the PD:TH Bleedout Animations mod gotten little praise. The thought of making others happy and being told my efforts are actually good is the only thing making me want to do stuff like this. That, and the thought of putting this off distracted me a lot.
- Want to know a secret? I'm playing as the police officer in the video, actually. Along with some clever tricks, I finally had a use for those low effort "outfit" packs.
gen_tied_all_in_one.animation
andpossessed_cop.animation
aren't from PD:TH. I made these animations myself. I didn't want to cheap out and ignore these animations since they are still frequently seen during regular gameplay. Also, I wanted to avoid instances of unchanged animations snapping into the changed ones and vise versa. I guess with these two new animations, the mod can't truly be faithful to PDTH. Damn- I know that
e_so_take_gun.animation
starts off with the oldgen_tied_idle_var1.animation
, so I debated on whether I should edit that animation or not. I decided against it because it's one of those special animations that very rarely plays and won't be witnessed by players very often. I don't know what mission it plays on either. If I were to guess, probably Brooklyn 10-10. - This wasn't the hardest project I've ever done, but dear God it's high on the list of difficult projects. I can't begin to describe how uncooperative Blender was while editing these animations. Among minor things, the bone that controls where the character's weapon is located gave me the most headaches. In Blender, the bone stays perfectly steady where I want it to be, but in game, the gun starts flying all over the place when the animation plays. It makes no sense. I got the help of PlayBONK to hopefully fix some of the problems I had. Unfortunately, I'm just special because none of the animating tricks I was shown worked for me. The professionals are on a whole new level, I can tell.
- Despite everything, the mod turned out well in my eyes. I doubt I'm going to animate anything more for a long time because fuck me, I couldn't stand doing this. Manipulating the coordinates of "a_weapon_right_front" for every god damn frame. There were thousands of frames. Fucking hell, I so badly wish there was an easier way to do everything but Blender is a piece of shit and won't fucking work half the time when I need it to. It's sheer fucking agony that made me want to hurt myself halfway through. Sorry, just about lost my mind typing this. If you give a damn, don't look into this too hard, I'm fine. Please don't ask me to do more PD:TH animation ports.
All files go into mod_overrides.
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