Total War: WARHAMMER II

Total War: WARHAMMER II

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linkfire12 Jun 27, 2020 @ 2:02am
Beastmen Standalone Mods
Hi everyone! I'm a relatively new player using vanilla currently, searching through the workshop for smaller mod improvements.

I greatly enjoy the aesthetic and lore behind the Beastmen, and I would love to play them properly via mods that improve their faction and campaign. After some searching, most Beastmen improvement mods seem either outdated, or are integrated into SFO, such as Rise of the Beastmen and Blood Grounds.

Since I'm still playing and thoroughly enjoying vanilla, I don't want to jump into a complete overhaul, but SFO as of now seems to be one of the only Beastmen reworks that are fleshed out and up to date (and the only one I have found that adds Doom Bulls).

I am wondering if there is a way that I can combine mods to improve Beastmen for the vanilla campaign to the same or similar calibre SFO does. I can obviously use Rise of the Beastmen and Blood Grounds, but SFO comes a tonne of new improvements I can't find anywhere else, such as 55 new technologies, Tribal Calls, Ritual Sacrifices, and tonnes of stat rebalancing to improve Horde gameplay and growth such as a no cost raiding encampment.

Similar changes and mod integration appear to be made to the Wood Elves, which looks fantastic as well.

Seeing the version 2.0 changelog and the featuring of standalone mod versions of new features, and the other Beastmen mods already integrated. I am wondering how possible it would be to make a vanilla friendly rework for the Beastmen, or otherwise combine vanilla mods myself.

This obviously could also apply to any other faction such as Wood Elves and Chaos, who also require a significant rework.

So to clarify, I am mostly intrigued by the new campaign mechanics to improve factions, and the new units, rather than the complete rebalance and change to the core gameplay.

This is almost definitely silly and asking for too much, so I mostly am just interested in discussion, and some advice for a new vanilla player on what mods I could use to maintain the core experience, whilst fixing dire issues and factions.

Thank you!
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Showing 1-15 of 20 comments
Pervy Jun 27, 2020 @ 2:29am 
There is 2 versions of blood grounds, one for SFO and then the normal one.
I should go link you a mod that adds more lords and LLs.

This mod adds alot of different lord types for every faction.
It adds Doombull, lord. read the page.
https://steamcommunity.com/sharedfiles/filedetails/?id=1243153086

This is the normal blood grounds mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=1645154928

Expanded roster for beastmen.
https://steamcommunity.com/sharedfiles/filedetails/?id=1201392754

Optional, this mod adds a tone of LLs to the game for all factions but only one for breastmen.
https://steamcommunity.com/sharedfiles/filedetails/?id=1194588998

Optional, this mod adds a tone of LLs to the game for all factions but only one for breastmen.
https://steamcommunity.com/sharedfiles/filedetails/?id=1158791019

One of the LLs in one of these packs is the brass bull and hes op.
The problem with the LL mod is you will have to fight them ;) but that can be good fun too.
Last edited by Pervy; Jun 27, 2020 @ 2:39am
linkfire12 Jun 27, 2020 @ 4:26am 
Wow! Thank you for making a list! That's very substantial. I might try Rise of Beastmen, Blood Grounds and Expanded Roster, as that seems to be the closest to the SFO build.

I'm not super fussed about lords, since I think the ones CA has introduced look really cool, so I might experiment with them before I try any lord mods, but it's super awesome of you to make a list, those look like great mods.

Reading through all the mods, it seems like the new technologies, Tribal Calls, Ritual Sacrifices and Chaos Marks are unique to SFO (unless they were integrated from another unique mod I can't find). But Blood Grounds removes the encampment cost, which is great.

Wood Elves ME seems to have been integrated in a similar fashion, as well as the World Roots mods, but it's hard to tell how many tweaks they made to the system from the original mod due to the lack of description. Waystones, Midwinter Rites, Midsummer Events, Raze and Clean, Amber and Oak of Ages reworks are things I can't find listed in any other mods thus far. Wood Elves Enhanced by SorcererSupreme looks like a substantial rework, I'm unsure if it's compatible with ME or if SFO uses it, descriptions are vague.

Chaos doesn't seem to have been as heavily reworked, but it would be nice to figure out if the mechanics mentioned are unique to SFO or not.

If anyone has any further clue about Vanilla mods or what is originally from SFO, I would greatly appreciate it.

As of now, it seems like combining Rise, Blood and expanded is my best option for a vanilla rework of Beastmen. Wood Elves and Chaos are harder to figure out, let alone everyone else.

It's a shame that the mods integrated list for SFO seems incomplete, that would make this all so much easier and more accessible.



Pervy Jun 27, 2020 @ 4:41am 
Originally posted by linkfire12:
Wow! Thank you for making a list! That's very substantial. I might try Rise of Beastmen, Blood Grounds and Expanded Roster, as that seems to be the closest to the SFO build.

I'm not super fussed about lords, since I think the ones CA has introduced look really cool, so I might experiment with them before I try any lord mods, but it's super awesome of you to make a list, those look like great mods.

Reading through all the mods, it seems like the new technologies, Tribal Calls, Ritual Sacrifices and Chaos Marks are unique to SFO (unless they were integrated from another unique mod I can't find). But Blood Grounds removes the encampment cost, which is great.

Wood Elves ME seems to have been integrated in a similar fashion, as well as the World Roots mods, but it's hard to tell how many tweaks they made to the system from the original mod due to the lack of description. Waystones, Midwinter Rites, Midsummer Events, Raze and Clean, Amber and Oak of Ages reworks are things I can't find listed in any other mods thus far. Wood Elves Enhanced by SorcererSupreme looks like a substantial rework, I'm unsure if it's compatible with ME or if SFO uses it, descriptions are vague.

Chaos doesn't seem to have been as heavily reworked, but it would be nice to figure out if the mechanics mentioned are unique to SFO or not.

If anyone has any further clue about Vanilla mods or what is originally from SFO, I would greatly appreciate it.

As of now, it seems like combining Rise, Blood and expanded is my best option for a vanilla rework of Beastmen. Wood Elves and Chaos are harder to figure out, let alone everyone else.

It's a shame that the mods integrated list for SFO seems incomplete, that would make this all so much easier and more accessible.
Warhammer 3 is about all about chaos, so everything thinks chaos will get a overhaul then.

Also Somethings in SFO and Radious are only in there base mod and can't be found else where.
Inardesco Jun 27, 2020 @ 5:03am 
There is a mod that gives both WE and BM new technologies aswell
linkfire12 Jun 27, 2020 @ 5:13am 
Do you happen to know the name of it?
Inardesco Jun 27, 2020 @ 5:16am 
Not out of my head

But justtyping in beastmen gives plentyof hits in workshop
Pervy Jun 27, 2020 @ 6:37am 
Originally posted by Inardesco:
Not out of my head

But justtyping in beastmen gives plentyof hits in workshop
You mean this mod ?
https://steamcommunity.com/sharedfiles/filedetails/?id=1783934814&searchtext=beastmen

I was going to use this mod my self.
https://steamcommunity.com/sharedfiles/filedetails/?id=1929197491&searchtext=beastmen+tech

I swap mods out as i play factions.
chaosbringer42 Jun 27, 2020 @ 6:40am 
Better beastmen research looks like more of a cheat mod than a "more to research" when I looked through that one O.o.
Pervy Jun 27, 2020 @ 6:50am 
Originally posted by chaosbringer42:
Better beastmen research looks like more of a cheat mod than a "more to research" when I looked through that one O.o.
If i got to be honest they are both cheat mods, so are all mods i listed.
I guess it depends on how you look at it.
Dagy47 Jun 27, 2020 @ 6:50am 
Originally posted by chaosbringer42:
Better beastmen research looks like more of a cheat mod than a "more to research" when I looked through that one O.o.
agreed, it looks like a complete mess, who would even bother to read all that, they add soo much stuff on like every research lol
Pervy Jun 27, 2020 @ 6:51am 
Originally posted by Dagy47:
Originally posted by chaosbringer42:
Better beastmen research looks like more of a cheat mod than a "more to research" when I looked through that one O.o.
agreed, it looks like a complete mess, who would even bother to read all that, they add soo much stuff on like every research lol
317 people.
linkfire12 Jun 27, 2020 @ 7:04am 
The problem with the Additional Technologies Mod is that it seems like it would conflict with the ME mods by Zarkis, which seem fantastic, add new technologies, and are integrated into SFO.

I noticed another unlisted mods also used in SFO.
https://steamcommunity.com/sharedfiles/filedetails/?id=1552435887


Zarkis mods seem to be the major ones, reworks for The Empire, Skaven, Wood Elves and Beastmen, those are listed on the page. But things like The World Roots and Book of Grudges aren't mentioned, but seem to be included, making it confusing and vague how many other mods are out there.

Looking through Chaos mods on the workshop, I haven't found anything as in depth a campaign improvement as SFO (Chaos Towers, new events and Norsca's God Worship) without totally overhauling Chaos and leaving Vanilla. A bunch are either out of date or seem like they would conflict with each-other, I have to look further and figure it out.

It would be useful to know if Wood Elves Enhanced by SorcererSupreme and Wood Elves ME were compatible, as World Roots is out of date, but integrated into Wood Elves Enhanced. I haven't had any luck finding any other up to date Wood Elf mods that don't just cheat or aren't updated, same with Beastmen.

Combining Rise, Expanded Roster, and Blood Grounds is basically the only thing I've figured out thus far.
Last edited by linkfire12; Jun 27, 2020 @ 7:04am
Pervy Jun 27, 2020 @ 7:08am 
Expanded roster feels like a cheat mod.
If you get the khorne building to level 2 it gives 15 melee attack to everyone in the amy, may it be lord, hero, units.
There is also the other building thats from vanilla that gives 10 so thats 25 xD
linkfire12 Jun 27, 2020 @ 7:10am 
That's unfortunate, Beastmen are the one faction roster that seems incomplete at the moment, and the only up to date unit mod I've found other than SFO. It might still be worth it, I can't say.
Pervy Jun 27, 2020 @ 7:16am 
Originally posted by linkfire12:
That's unfortunate, Beastmen are the one faction roster that seems incomplete at the moment, and the only up to date unit mod I've found other than SFO. It might still be worth it, I can't say.
I dont even use the extra units lol, i just build hordes of miniatures.
And having blood ground is very helpfull when you have "allies" bases are very useless in early game.

Minotaurs(shields) charging into enemys always makes me happy, air units however never does xD
Last edited by Pervy; Jun 27, 2020 @ 7:43am
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Date Posted: Jun 27, 2020 @ 2:02am
Posts: 20