Total War: WARHAMMER II

Total War: WARHAMMER II

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Ammy Feb 4, 2020 @ 9:22am
Blood Knights?
Hey everyone!

Okay, it has been forever since I last played as the Vampire Counts. Daddy Vlad starts with a unit of Blood Knights, but I can not figure out how to recruit more.

Looking up online it says the Reliquary building is needed for it, but when I hover over it, it doesn't even list Blood Knights.

I suspect it is some mod, since even the building trees look out of wack as well with things like the Terrorgist being in their own building now and the entire building chains in general looking like a mess compared to what I remember from like 2 years ago.

Even after disabling the mod I thought changed it (Mixu's mod for Mousoilin since the Reliquary listed the Damned Knights but wasn't listing the Blood Knights) and there is still no change there. I can only find the Black Knights. So I am at a loss since none of my other mods really affect the base units for factions, least going by the workshop descriptions. I do have a mod that updates the Lichmaster, but that seems unlikely since the changes made there are strictly for the Barrow Legion and none of its specific stuff bleeds over when looking.
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Showing 1-15 of 15 comments
James Howlette Feb 4, 2020 @ 9:26am 
The unusual building chains thing sounds like SFO; but I assume you'd notice having a full overhaul like that enabled.

A list of what mods you are using may help.
Last edited by James Howlette; Feb 4, 2020 @ 9:27am
Chrysalis Feb 4, 2020 @ 9:35am 
Maybe you have to start a new campaign to truly disable the mod.

That's because some mods, especially bigger overhauls, change a campaign to such a degree, that it is not possible to continue the campaign without these mods or disable the mods.
Ammy Feb 4, 2020 @ 9:45am 
Originally posted by James Howlette:
The unusual building chains thing sounds like SFO; but I assume you'd notice having a full overhaul like that enabled.

A list of what mods you are using may help.

List of the mods I have Enabled:
weapon team on walls,
More income for Nakai,
Cataph's Southern Realms and its assets,
Cataoh's Kraka Drak,
Cataph's Less Rebel Rebels,
Hooveric Reskin,
Wu's Speshul,
Community Bug Fix,
Kislev and its Expanded Roster mod,
Active defenders of the Great plan,
GCCM Main Mod and its assets,
Expanded Event Art 2,
Chaos Hordes+,
Leaders of Legend,
2 skill points per level,
Old World Rites,
Large Units can attack Walls,
Better Artifacts TWWH2,
Black Arc for Lohkir,
Chaos Camps,
Recruit defeated LLs,
Wood Elves Enhanced (Updated),
More Trade Resources,
Raise Dead at Sea,
Earth Blood and Nehek unnerf,
No Degenderation of Summons,
Land Encounters,
No Regen Cap,
Cataph and Vandy's Return of the Litchmaster.
Mixu's Legendary Lords 1 and 2
Mixu's Campaign Supplement 1 and 2,
Mixu's Mousilin
and lastly Crysonos Faction unlocker I use sometimes.


I am subbed to SFO, but I've never actually used it or enabled it. So far I have tried turning off all of Mixu's stuff and doing a new campaign, that didn't change anything other then removing the mention of the Damned Knights. I'm just at a loss short of unenabling everything to see if it changes anything. Thinking of attempting that now while waiting on a response
Elitewrecker PT Feb 4, 2020 @ 9:46am 
Screenshot your building tree.
Decomposed Feb 4, 2020 @ 9:50am 
I think Old World Rites gives you some units only from rites and disables them from the buildings.
Decomposed Feb 4, 2020 @ 9:51am 
Yeap I was right. This is from Old World Rites description:

PLEASE NOTE:
This mod alters vanilla slightly. It adds restrictions on recruiting Blood Knights, Steam Tanks, and Arachnarok Spiders, and makes them only recruitable via Rites (with the exception of Blood Knights, who can be recruited via the Blood Keep as well). If you disagree with this and wish to keep the vanilla units recruited the same way as vanilla, please use the available submod that returns recruitment to vanilla
Ammy Feb 4, 2020 @ 9:58am 
Okay, so I have gone ahead and disabled all mods and started a new campaign as Vlad. Here is the Building Tree I am getting for the Vampires since it is still not showing me the Blood Knights.

https://steamcommunity.com/sharedfiles/filedetails/?id=1988573318


As for the Old World Rites, that is good to know for when it is enabled, gonna go dig up the submod it mentions for future use as I wasn't actually aware of that particular change. The Screenshot above is with all mods disabled and a new campaign as Vlad. This building tree is the same I was seeing with the mods enabled.

Edit: Adding two more screenshots. One with Sylvania on the no mods and another of the Wood Elves as I noticed theirs was odd too but I chalked that up to the wood elf mod, now that it is disabled I am still seeing the same sort of tree there too.


https://steamcommunity.com/sharedfiles/filedetails/?id=1988579604

https://steamcommunity.com/sharedfiles/filedetails/?id=1988581669
Last edited by Ammy; Feb 4, 2020 @ 10:08am
Inardesco Feb 4, 2020 @ 10:10am 
Do you have the grim and the grave dlc? Odd question, I know. But sometimes it can do the trick.

I used to have a similar issue with the corpse cart and such
Last edited by Inardesco; Feb 4, 2020 @ 10:11am
Ammy Feb 4, 2020 @ 10:11am 
Originally posted by Inardesco:
Do you have the grim and the grave dlc? Odd question, I know. But sometimes it can do the trick

Yeah I do. I own all DLC for both WH1 and WH2
Inardesco Feb 4, 2020 @ 10:12am 
In your 2nd screenshot they are there at the vampire building
chronobomb Feb 4, 2020 @ 10:15am 
Blood Knights are Tier 5. You need to take Templehof or Drakkenhof (Hope spelled those right) if you want to see their building chain.
Ammy Feb 4, 2020 @ 10:15am 
Originally posted by Inardesco:
In your 2nd screenshot they are there at the vampire building

Huh, so they are. Is the building tree supposed to look this fragmented BTW? I remember a few years ago when I last played Vampire Counts the building tree looked so much nicer, more in line with the WH2 races.
chronobomb Feb 4, 2020 @ 10:18am 
When they gave them the Free Skellies and Zombie tech, they changes them up a lot. I always get rid of Vlad'd Knights cause their too expensive.
Viksteri Feb 4, 2020 @ 10:19am 
Originally posted by James Howlette:
The unusual building chains thing sounds like SFO; but I assume you'd notice having a full overhaul like that enabled.

A list of what mods you are using may help.
yeab but buildings dont matter if u as vampire counts manage to win an epic battle with empire. You can just raise good units without the buildings
Ammy Feb 4, 2020 @ 10:21am 
Originally posted by chronobomb:
When they gave them the Free Skellies and Zombie tech, they changes them up a lot. I always get rid of Vlad'd Knights cause their too expensive.

Dang, know of any mods that make the building chains over all nicer? Like not just for VC, but for the other factions as well such as Wood Elves where they seem to be all over the place comparitively to other races
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Date Posted: Feb 4, 2020 @ 9:22am
Posts: 15