Total War: WARHAMMER II

Total War: WARHAMMER II

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Old World Rites
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Tags: mod, Campaign
File Size
Posted
Updated
1.787 MB
Feb 27, 2018 @ 12:20pm
Aug 4, 2021 @ 8:54am
75 Change Notes ( view )
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Old World Rites

Description
Please note - this mod can be added in the midst of a campaign, but not removed!

What It Does
This mod adds 4 brand new rites to all currently playable Game 1 factions. These rites are unlocked similarly to how the WH2 ones are - with a faction leader rank, or a certain type of building, or certain battles, as some other fun stuff like that!

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 Mod Configuration Tool mod in order to change the setting in-game.


Compatibility

I'm pleased to say this mod is pretty wildly compatible with many mods. I can't think of a single mod this won't be compatible with! This means all overhauls, all building mods, any LL's, any Nude Malekith mods, etc.


FAQ

Q: Why is there a temporary black-out after I perform a rite?
A: Unfortunately, the rite animation performs whenever you make a rite, regardless of whether or not you have an animation for it. This is a pretty complicated UI entry with no simple way to remove, and no simple way to add an animation to. This is about medium on my priority list - after I get all unlocks working, and all new rites for all factions, this will be the very next thing I work on.

Q: Can the AI use rites?
A: Yep! In some cases they have turn restrictions on them, but generally the AI will be able to use rites from early on. Unfortunately, they don't suffer from the same unlock conditions as the player, but careful CAI weighting and some straight restrictions prevents them from being abused.

Q: Holy cow! This rite is powerful/weak!
A: I'd love to hear some feedback on your personal opinions for the various rites, but overall, I'm happy with the balance that has been struck. Let me know if you have anything to sway me otherwise.

Q: SFO/Radious/CTT/C&C/Lorehammer/GCCM/Nude Malekith compatible?
A: That's not a... okay, whatever. Yes and no. It WILL function with major overhauls fine, and my intention is to allow this mod to function with all major overhauls out there. That said, it is balanced for vanilla. This means the mod might be inflated or deflated with these overhauls enabled. And while I'm fine with submods to affect balance between them, I will not author these myself. Please reach out if you'd like to make one.

Q: Do you have any other specific plans with this mod?
A: I'm currently planning on reworking the rites for each faction in a merry-go-round fashion, until all of them are at a level I'm comfortable with. After that, not really - though I'd love some help in further development, if people have ideas and are interested in helping me mod.

Q: Something isn't working.
A: Check out this sweet troubleshooting guide[tw-modding.com] by Cataph!

Q: I started it mid-save and I don't have all the requirements!
A: The only way to make these work (without slowing down game speeds) was to make the game "listen" for certain events happening, and if it returned that the requirement was true after that event, the rite unlocks. That means if a rite requires a certain building, it won't detect that building on load up; but it will detect that building after building another building. This was the simplest way of building the script, and allowed us to have as little of a footprint as possible.


Thanks in particular to DrunkFlamingo for helping me with the scripting side of this mod.
Thanks also to Otis for providing me with the thumbnail/main image.
Thanks to Mixu for providing the excellent Giant Slayer(Dragon Slayer) Hero that was formerly used in the Oath rite for Dwarfs!
Thanks to thesniperdevil for providing the script that causes vampiric corruption to spread through trade while the Intrigue rite is active!

Translations
If you wish to translate this mod - please, go for it! All you have to do is download RPFM[github.com], if you haven't already. After doing so, use PackFile -> New PackFile, and then click on "unknown.pack" within the treeview. Right click, use "Add from PackFile", and then find this mod on your PC (should be Steam/steamapps/workshop/content/594570/1315502181/vandy_rites.pack, you can search "vandy_rites" in the content folder).

From there, open the treeview on the right in RPFM, and double click the "text" folder, and then press "X" to close out that treeview.

And then you can open up the "text" folder on the left, open the "db" subfolder, and then directly edit each .loc file with your translations in the "Text" column on the right.

When all is done, save your .pack file, give it a name with a higher priority than "v" (so a-u, or start with ! or @ or whatever), make a .png file of the same name, put both .pack files into your Steam/steamapps/common/Total War WARHAMMER II/data/ folder, open up the CA Launcher, and press "Upload" within after finding your new pack.

Once that is uploaded, feel free to come here and let me know, and I'll list it here!

Current Translations

Spanish: https://steamcommunity.com/sharedfiles/filedetails/?id=2200422104/
Russian: https://steamcommunity.com/sharedfiles/filedetails/?id=2388097808/

Modding Out My Rites

If you're making another mod with Rites for a faction, and you wish to assure my rites aren't loaded while yours are, just do the following:
- create a new entry in campaign_groups, call it whatever you'd like.
- in campaign_group_members, link the OWR campaign group member you're trying to disable to your new campaign_group, and set the "priority" column to anything above 0. The campaign_group_member keys for OWR are just owr_[faction_key]

So if I were to disable the rites for Kemmler, I would create a dummy campaign_group called "whatever", and in campaign_group_members, I'd link owr_wh2_dlc11_vmp_the_barrow_legion to "whatever", with priority 10. Next time I load in with my mod, the Kemmler rites would be gone!

Contact Me!

shameless copy-pasta goes here.

If you'd like to get in touch with me about my mods or whatever, don't bother with Steam. Join me and a bunch of awesome modders in the Modding Den[discord.gg], a Discord channel. It's a great place for people who love mods, or Total War, or gaming, or want to learn how to mod. Come join the fun!

In case you're not in the loop, I've made a modding website for tutorials on how to mod Total War games[tw-modding.com]! Click that link and check it out, let me know how you like it. Modders, if you have an interest in helping me out, PLEASE reach out!



Check out DrunkFlamingo's Patreon page and blog, to follow and whatever![www.patreon.com]
Popular Discussions View All (4)
11
Jul 18, 2021 @ 2:42am
PINNED: BUG REPORTS
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1
Mar 26, 2021 @ 6:05am
The March 18 update
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Dec 22, 2020 @ 11:06pm
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darigthelost
1,486 Comments
Zugs Oct 6 @ 4:53pm 
Could someone per chance tell me how I would go about modding the Rites of the Vampire Coast to remove the requirement for Treasure Maps with the Sea Mist Rite?
PolitelyToxic_TJ Jun 20, 2023 @ 1:12pm 
The Empire Rites seem to be busted - I spend the $$, but I don't get the benefits
chuckieishere Jun 18, 2023 @ 3:14pm 
@skull reaper the same for me. the ai can utilize the Rite of Intrigue but i am unable to. i thought it might have had something to due with my heavily modded campaign. at least im still able to enjoy the other rites.

thanks @groove wizard for all the hard work on this mod
Tobias Ents Apr 22, 2023 @ 10:16am 
@Groove Wizard: I would like to try but those scripts... seems like alot of work. Edit db files and text files ok that i can do :p
KirbytheWizard101 Mar 1, 2023 @ 9:50pm 
Thank you for you work, this was a must have for TWW2, hopefully someday someone will port it to TWW3, hope you're doing well from one Wizard to Another.
Groove Wizard  [author] Oct 5, 2022 @ 5:46am 
Thanks y'all. I had a good time originally making it but I'm really short on mod time and eventually this mod got too much for me to design, I wrestled constantly with my displeasure of the mechanics and how wacky they were to design. If anyone wants to follow it up for WH3 and ask me any questions, I'm an open book!
Eunostos Oct 4, 2022 @ 10:06pm 
This has been fun to use, thank you.
Archon Oct 3, 2022 @ 6:45pm 
Damn; well thanks for what you made! Hopefully someone else is inspired.
Louie04k Aug 29, 2022 @ 2:01pm 
damn this mod was great. RIP
Groove Wizard  [author] Aug 26, 2022 @ 9:34am 
not from me