Left 4 Dead 2

Left 4 Dead 2

Fixed L4D2 Special Infected Animations + Generic Flinches
175 Comments
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 30 Oct @ 5:20pm 
Thank you SO much for thisss!!! This is definitely a great middleground, it's not too fast or awkward, it feels like an official fix! It's not too off-timed either, it's great! Yeah, The Spitter's timing worked wonders!
whyme 30 Oct @ 2:08pm 
Glad those little arm animations are back, always liked them more than his default jiggly arm. Thanks for the update.
Despair  [author] 30 Oct @ 2:24am 
The Spitter's timing is undoubtably the best middle ground here but I'll be honest even the Spitter's melee appears to slow IMO if you're paying close attention.
I don't really think it's practical to have all the SI visually follow through and reach the target of their melee swings in a tenth of a second though. which is about the time it takes for a hit to register after their melee animation begins.
Despair  [author] 30 Oct @ 2:24am 
Alrighty, the mod has been updated, the Charger's arm during the melee now reaches his centre front by about the same time as the Spitter's.
The timings on the Charger's melee animation was probably the most consistent of the L4D2 Special Infected with the original L4D1 SI though by default honestly.
Most of the L4D1 SI don't even have the arms fully wound back by the time a hit registers, I think the only reason people notice it so prominently on the Charger is because his arm is huge and in your face, and possibly because his windup to punch is a bit longer than the L4D1 SI, but his arm comes down at roughly the same (frame 20) time that the L4D1 SI do.
The Jockey's melee is very fast though, it looks the best no doubt, but naturally he is small and his animations are all very fast looking, I did re-time the Charger's melee to match with the Jockey's but it looked way too fast and unnatural.
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 28 Oct @ 6:18am 
Hooray! Thank you! I look forward to it!
Despair  [author] 28 Oct @ 6:11am 
Alright, since demand is clearly there I'll look into re-timing the Charger's melee claw.
I'll look into the little arm not animating on the pummel too, not sure what I may have done to cause that to change.
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 27 Oct @ 6:43am 
Could you pretty please add the quicker Charger hit animation to this? They aren't compatible and I feel like mixed together they'd make for the definitive Charger fix, the delay in the animation is definitely noticeable, despite what you said..
whyme 25 Oct @ 3:13pm 
Extremely minor nitpick, but the Charger’s left arm doesn’t actually clench into a fist during the pummeling animation anymore. It used to in one of the earlier versions of the mod, but at some point it was changed. Any chance you could fix that?
Despair  [author] 25 Oct @ 4:09am 
Yeah, if there was a way to somehow notify people of that I would but I guess I could have made a comment here, but yeah just pick one of the ragdoll mods and everything should work as it always has.
If anyone does have any new issues though, let me know.
Pluvillion 25 Oct @ 1:41am 
Ah, the ragdoll files were added two hours ago.
Pluvillion 25 Oct @ 1:34am 
This mod was last updated last year but funny enough the ragdolls not working only appeared like... this morning. How on Earth is that even possible?
ttlmorex 22 Oct @ 3:07pm 
xdr version?
Jeremessiah 11 Aug @ 3:09pm 
hey, can you make the unified spitter skeleton compatible with the spitter ragdoll constraints fix please?
Despair  [author] 9 May @ 11:42pm 
Yeah you gotta sail the seven seas for the bro.
DeadMeat 9 May @ 5:11pm 
Honestly I would take a crack at trying this on 3ds Max, but the amount of personal info it wants from me is ludicrous.
Despair  [author] 9 May @ 1:14pm 
Sorry bro, I don't use Blender either. I could tell you in 3ds Max.
Even then though, if you don't know at least some of the intricacies of the software a lot of it's not gonna make sense.
DeadMeat 9 May @ 10:27am 
How would I go about this in blender?
Despair  [author] 17 Apr @ 4:43am 
Sorry, if you haven't made a mod before it's hard to get into the deeper nuances.
You basically just need to "re-rig" any existing mod for say the Charger to the skeleton that my Charger mod uses though.
The "re-rigging" part though is really just transferring the skin to my skeleton however.
How you go about doing that depends on what software you intend to use.
DeadMeat 16 Apr @ 5:00pm 
Could you possibly be a bit more in depth, or recommend me a guide/tutorial that could help?
DeadMeat 15 Apr @ 8:26pm 
I honestly have no clue how to do any of this.
Despair  [author] 15 Apr @ 5:11pm 
No guide. But assuming you know the basics of making a mod, you, basically just need to make the existing SI skeleton's bones children of the new skeleton's bones.
So the old thigh bone becomes a child of the new thigh bone, etc, etc.
Then you compile it and collapse those old bones during the compiling process.
The Jockey is the exception, you'll need to collapse the rigging from the old bones to the new bones before compiling because the Jockey still includes the old skeleton.
DeadMeat 15 Apr @ 4:58pm 
Is there a guide to help me put the L4D1 SI on the modified skeleton myself?
Despair  [author] 26 Mar @ 1:34am 
If the author so chooses to put them on the modified skeleton I created it could be compatible, otherwise, if it does not use the modified skeleton I created, it is not compatible.
₮Ø₱ 26 Mar @ 12:37am 
Despair  [author] 27 Jan @ 8:35am 
No, it's impossible because you can't use IK on the original L4D2 Speical Infected models, that is the entire reason that I had to rotate the bones and create my own skeleton.
This mod exists for that reason.
Theoretically it is possible, but because IK will not work properly you will have the hands and feet sliding away/disconnecting from the ground or their grip, every time they flinch.
If you want remodels to work with this, just ask the model creator to port it to this skeleton, or do it yourself, it's much easier.
Bunslinger 26 Jan @ 7:50am 
Would it be possible to just have the generic flinches converted to XDR (slot 50) like this? https://steamproxy.com/workshop/filedetails/?id=3362369283

I tried to do it myself but unfortunately the unified skeleton is actually making everything nearly impossible/incompatible, I'm asking to have the flinch animations on the original skeletons for XDR so they're compatible with remodels, and to have them on slot 50 so they can work with the XDR charger/jockey/spitter animation fixes done by xdshot
Despair  [author] 11 Aug, 2024 @ 12:10pm 
Ah yeah that makes sense then, you should still be able to use that, of course the effects wouldn't apply to this mod, but if you load that mod beneath this one.
Big Boss 11 Aug, 2024 @ 11:58am 
Actually i think the ragdoll might have been also cause by my "L4D1 style ragdoll repulsion" addon which affects special infected, so it might have an invisible conflict with your mod. So yeah you're right not broken im sorry for not checking properly before commenting.

And yeah the rochelle thing is a shame but ohwell not the end of the world.
Despair  [author] 11 Aug, 2024 @ 11:55am 
The ragdolls do work, you need to let the mod fully initialize before you go in game though.
You can't sub to this mid session either, you'll need to fully restart your game, let your addons finish initalizing, and then finally go in game.

As for the Jockey's ass sinking on Ro, yeah that is an issue, it's just one of those bizzare game bugs that is a total non issue on the original skeletons, I'm not sure I can fix that unfortunately but it is an existing issue, yes.
Big Boss 11 Aug, 2024 @ 10:01am 
i do really like these, but jockeys animation with Rochelle seems broken and ragdolls don't work with these SI, atleast for me
DeadMeat 14 Mar, 2024 @ 11:19am 
Also you should really consider adding something like this.
DeadMeat 14 Mar, 2024 @ 11:09am 
What happens when a map uses a custom SI model that doesn't use the skeletons?
⛥ItzRokki⛥ 23 Feb, 2024 @ 6:42am 
spitter t-poses on death for some reason
Stokeling9701 18 Jan, 2024 @ 10:05pm 
ah ok ty
Despair  [author] 18 Jan, 2024 @ 9:55pm 
Oh are you trying to use the Arcana SI with the requirements for this mod?
This mod is the animation base, and the requirements for this mod are only required if you don't have the Arcana SI mod.
Stokeling9701 18 Jan, 2024 @ 9:36am 
why are the requirements incompatible
Pluvillion 4 Jan, 2024 @ 2:31am 
Ah. I see.
Despair  [author] 3 Jan, 2024 @ 11:39pm 
If the host has this mod then the "fix" will be applied on their end as well, as far as I know it's impossible to ever have clients de-sync in L4D2.
Pluvillion 3 Jan, 2024 @ 10:32pm 
Would the October update break how Chargers pound non-Coach survivors for other players if hosting locally? Or is it cosmetic-only?
Cre-mate 28 Oct, 2023 @ 11:58pm 
Understandable
Despair  [author] 28 Oct, 2023 @ 11:23pm 
@Cre-mate, I'm not so sure that's something that's "fixable" on an aniamtion level, it's just the way animations blend in L4D2, it's just more noticeable with the Jockey than with the other SI or survivors because the Jockey has such an exaggerated run cycle.
Cre-mate 28 Oct, 2023 @ 6:42am 
Could you fix Jockey's legs transition from standing to running making it smooth?
madapucker 13 Oct, 2023 @ 4:20am 
the charger creasing his kicks tho
Bitz 12 Sep, 2023 @ 3:17pm 
You oughta edit the delay of the charger's attack to be faster so the animation is accurate to when you get actually hit by it ingame.

Also @pr3d4tor just use this https://steamproxy.com/sharedfiles/filedetails/?id=2344663029
disrrpt 25 Jul, 2023 @ 4:09pm 
do hunter next pls
Despair  [author] 19 Jul, 2023 @ 6:37pm 
It should work perfectly fine if you host with it, and people joining you do not have the mod.
nico 19 Jul, 2023 @ 4:47pm 
does this work online? as in, if I host a local server, will the infected be bugged for any other players who join in?
Mr.Alex18 18 Jun, 2023 @ 11:17pm 
it worked, thank u
Despair  [author] 18 Jun, 2023 @ 6:54pm 
You gotta restart your game, make sure the l4d spinner on the addons is gone before you click anything on the menu, and also make sure you have absolutely no other addons that modify the L4D2 SI
Mr.Alex18 18 Jun, 2023 @ 10:10am 
when I kill one of them, the body stands there and there's no ragdoll
why?