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A list of what mods you are using may help.
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.
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
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
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
I used to have a similar issue with the corpse cart and such
Yeah I do. I own all DLC for both WH1 and WH2
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.
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