Total War: WARHAMMER II

Total War: WARHAMMER II

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Mixu's Legendary Lords 1
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Tags: mod, Units
File Size
Posted
Updated
362.543 MB
Nov 7, 2017 @ 11:01am
Sep 25 @ 11:14am
230 Change Notes ( view )

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Mixu's Legendary Lords 1

In 1 collection by Mixu
Mixu's mods for warhammer 2
18 items
Description
This mod adds new characters to Empire, Bretonnia, Dwarfs, Wood Elves.

Characters will still be spawned without the unlocker, so you will only need the unlocker if you wish to start as them.


Characters added:

Empire/Kislev
  • Alberich Haupt-Anderssen, Stirland
  • Aldebrand Ludenhof, Hochland
  • Edvard van der Kraal, Marienburg
  • Elspeth von Draken, Wissenland
  • Helmut Feuerbach, Talabecland
  • Marius Leitdorf, Averland
  • Theoderic Gausser, Nordland
  • Valmir von Raukov, Ostland
  • Wolfram Hertwig, Ostermark
  • Luthor Huss, Legendary Hero available to Reikland
  • Theodore Bruckner, Legendary Hero available to Wissenland
  • Vorn Thugenheim, Legendary Hero available to Middenland
Bretonnia
  • Bohemond Beastslayer, Bastonne
  • Cassyon de Parravon, Parravon
  • Chilfroy de Artois, Artois
  • Adalhard de Lyonesse, Lyonesse
  • Sir Almaric de Gaudaron, all bretonnian factions
    - Unlocked after completing a quest that will pop up after your faction leader reaches rank 12.
    - Starts with Carcassone if a human controls it.
    - If none of the human factions are playing with a Bretonnian faction, he will start with Carcassone.
Dwarfs
  • Kazador Dragonslayer, Karak Azul
  • Kragg the Grim, recruitable from the crafting panel.
    Starts in Karaz-A-Karak's lord pool if there is no player controlled dwarf faction.
Wood Elves
  • Daith, Torgovann


How to play as them?:
You'll need an unlocker, use my unlocker or Crynsos'



Compatibility with overhaul mods:
The mod will require a submod for major overhaul mods, you can usually find one if you just search it from the workshop.

This mod is compatible with the CTT - Boyz will be Boyz overhaul.
https://steamcommunity.com/workshop/filedetails/?id=1214959308

Submods:

Submods are obviously okay, same thing with translation mods.
Both of those types of mods should still require the original mod instead of including the entire mod, it is a "sub" mod after all.
There is no reason to include the entire mod, if you're making a submod.

F.A.Q

Mod no worky, plz fix
1. Use Kaedrin's mod manager aka KMM
2a. Disable other script mods, one of them may have broken scripts.
2b. If there's an actual bug, join the discord and we'll get it fixed.

Multiplayer doesn't work
- Multiplayer is very difficult thing to get working when you're spawning 10-20 extra armies at campaign start + everything else that happens during the campaign start. Which is why all non-playable lords should spawn during their first turn and not at campaign start. If this does not work then I doubt there's nothing that I could do to make it work.

I can't see X lord on the campaign map
It's caused by a script break:
1. Disable other script mods, one of them may have broken scripts.
2a. You might be suffering from "too much stuff happening at the same time" bug, try disabling a few big mods.
2b. There's an MCT option called "Perfomance mode", try enabling that.

I can't play as one of these lords
You need a unlocker for that, use mine or Crynsos'

Credits:


Huge thanks to everyone who has helped making this mod!

  • Willemsen made Sir Amalric de Gaudaron's mace
  • Dindi fixed Daith's head
  • Summon Squirrels prayer made by Belisarian
  • Squirrel model made by calm&normal time
  • A lot of stuff wouldn't be possible without H3ro's tool.


Contact me / Bug Reports:

I rarely read comments here in steam, so it would be easier for everyone involved if you reported bugs n other stuff in
Da Modding Den discord, link to the discord here[discord.gg]