Total War: WARHAMMER II

Total War: WARHAMMER II

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Bretonnia Tech Tree Overhaul [Updated for Paunch]
   
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Tags: mod, Overhaul
File Size
Posted
Updated
1.584 MB
Jan 26, 2019 @ 8:20pm
May 23, 2020 @ 12:39pm
10 Change Notes ( view )

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Bretonnia Tech Tree Overhaul [Updated for Paunch]

Description
Please let me know if things aren't working. Confederation dilemmas were added for crusader states and Repanse. Repanse can now confederate the mainland Bretonnia factions after the appropriate tech is researched.


This mod is an overhaul of the Bretonnia tech tree in an attempt to make it both more interesting and more fun. This is not intended to make Bretonnia into a powerhouse.

It was built for use with SFO but will work with vanilla. However, vanilla will likely have balance issues.

This was based on, and inspired by, the Bretonnia mods made by Lokerian and Prater for Warhammer 1 before CA released Bretonnia.

Should be compatible with most mods as long as they don't alter the Bretonnia tech tree or require specific techs to unlock units.

The update required the use of the techs that SFO added in order to be made compatible. Any use of them requires the permission of the SFO team.

Crynsos Unlocker version here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1642070486

As this alters some Bretonnia scripts, it will overwrite the effects of other mods. Make sure this load nears the top of the load order to ensure its scripts don't get overwritten.

INCOMPATIBLE
-Bretonnia Regiments of Renown
-Regiments of Renown Compilation
-Regiments of Renown Compilation SFO
These will crash when scrolling over settlement buildings. This is due to the required technologies not existing in the tech tree overhaul.
-Mixu's Unlocker.
Popular Discussions View All (2)
12
May 18, 2020 @ 1:39pm
Bug Reports
hortanium
0
Jan 26, 2019 @ 8:23pm
Suggestions and Balancing
hortanium
45 Comments
Reeva! Jan 5, 2023 @ 3:07am 
Does this bad boy still work?
hortanium  [author] Apr 30, 2021 @ 5:32pm 
It was anything in the building tree at the time. If you're not crashing when scrolling over anything in the building tree it's possible that the mods were updated to not be tied to tech anymore as that was the source of the original crash.
Betamax Apr 26, 2021 @ 2:24pm 
"INCOMPATIBLE
-Bretonnia Regiments of Renown
-Regiments of Renown Compilation
-Regiments of Renown Compilation SFO
These will crash when scrolling over settlement buildings. This is due to the required technologies not existing in the tech tree overhaul."

???? I didn't notice this before downloading and used the two mods together, from my playthrough they SEEM to work okay. Which buildings in particular are you referring to that causes crashes?
hortanium  [author] Feb 28, 2021 @ 7:36pm 
Yes it does.
Betamax Feb 27, 2021 @ 10:36am 
Does this work for the current patch?
Sadge Sep 23, 2020 @ 9:25pm 
Thanks, I actually figured it out after I messed around with it for awhile. I cleared out the main bretonnian tree and set up 3 sub-trees using the faction key like you mentioned, cloning the one from Repanse for Alberic. I'll check out the modding den, thanks again!
hortanium  [author] Sep 23, 2020 @ 3:51pm 
I believe you should be able to. However, you would essentially have to clone the repanse tech tree and change the technology node set to brt_mil from repanse_mil. You would also need to then apply wh_main_brt_bordeleaux to faction key. I think that should do it. If you haven't check out and join the C&C modding den. People there are very helpful and you will learn a lot.
Sadge Sep 21, 2020 @ 3:00pm 
Nice mod! It got me thinking, would there be a clean way to give Alberic the Repanse tech tree? I'd like to differentiate him from Louen and Fay, but it looks like I'd need to either recreate the tech tree for all 3 or go through startpos. I'm wondering if it would possible using only pfm, but editing the tech_nodes_sets tables don't seem to have any effect in game.
hortanium  [author] Jul 9, 2020 @ 2:03pm 
@Rok' n Itza on my Pizza. I'm glad you're enjoying the mod. The SFO techs are missing by design. Primarily it allows the mod to be compatible with vanilla. I also felt they didn't fit well with my tech tree mod.
Rok' n Itza on my Pizza Jul 4, 2020 @ 1:59pm 
Hello! First of all, I really like the mod, so much to research and it all feels valuable without being OP. But i noticed that the unique techs in SFO are missing (those that improve the new special abilities and stuff) :)