Total War: WARHAMMER II

Total War: WARHAMMER II

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Undead Puppets (Additionnal Reinforcements for Vampire Counts Factions Vanilla/SFO/Lucky/Radious)
   
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Tags: mod, Campaign
File Size
Posted
Updated
136.439 KB
Feb 19, 2020 @ 7:01am
Apr 26, 2021 @ 4:45am
5 Change Notes ( view )
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Undead Puppets (Additionnal Reinforcements for Vampire Counts Factions Vanilla/SFO/Lucky/Radious)

In 1 collection by Gwenolric
Reinforcements Collection (Vanilla/Radious/SFO/Lucky)
16 items
Description
Compilation Link :

https://steamcommunity.com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Vampire Counts factions during battle, similar to how Menace from Below is used for Skaven. However, unlike Menace from Below or Raise Dead, the units don't degrade over time and do not loose HP for just existing. Because of this, it heavily favour the Vampire Counts with up to 5 additional units that they can bring in a battle.

#1:### ALERT! ### Currently, summoned unit can't summon something, Raise Dead is disabled
Herectics in the Dark :
After unlocking the technology "Puppet Master" from the technology tree, this skill will give all the forces (factionwide) a skill that can summon a Necromancer (Corpse Cart (Unholy Lodestone)) in battles.

Pre-charge:180s
Number of charges : 1


#2:
Vengeful Spirit :
After building in any settlement "Spirit Well" or the further advancement "Font of Nightmares", this skill will give all the forces in the province (provincewide) a skill that can summon a Banshee in battles.

Pre-charge:60s
Number of charges : 1


#3:
Ordo Draconis :
After building the landmark in Nuln "The Blood Keep", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon a unit of blood knights in battles. This skill is exclusively available for the currently own regions.

Pre-charge:300s
Number of charges : 1


#4:
Stalwart Defenders :
After building the landmark in Mousillon "Fortress of Merovech", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon up to 2 grave guards in battles. This skill is exclusively available for the currently own regions.

Pre-charge:30s
Number of charges : 2
Recharge time : 45s


Is this compatible with Radious/SFO/Lucky/My grandmother's overhaul?
Yes ... and maybe no (for the stats). This mod doesn't create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don't get a single bonuses from the faction, from technology or Lord's traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe ... no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn't add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.
13 Comments
Gwenolric  [author] Feb 12, 2021 @ 1:10pm 
Issue with the Necromancer not spawning is fixed.
Dektarey Dec 7, 2020 @ 6:10am 
@Gwenolric

I have absolutely no idea what causes the issue, but its not that big of a deal, as its too rare to really bother. I just write it off as supply lines being interrupted, or the caster having a headache.

Its really nothing you need to break your head on.
Gwenolric  [author] Dec 7, 2020 @ 6:05am 
@Dektarey
That's ... beyond science? I know that both the Necromancer and the Grey Seer reinforcements have issues because of their invocations spells. However for what reasons GCCM maps would make my mods not working? They are just map... Unless they are not in the same realm as the game ...
Like, my mods are tied to the location on the map, between friendly, enemy and All regions. Except the Hordes factions where it is tied to the army. So, if a GCCM map is not properly linked to the "World", I could see an issue.
My mods hate 3 things : Removing existing technologies from the Tech Tree (removing only, as long as the original are here it's fine), Removing Racial Landmark (like Fortress of Merovech) and changing the localisation of battles on the map (for exemple you battle near Altdorf but the game recognize that you are in the Chaos Waste for some reason).
Dektarey Dec 7, 2020 @ 5:56am 
@Carnage of Khaine

I found that quite a few of his abilities dont work on GCCM maps, and exclusively on GCCM maps. How that works, i wouldnt know.
Carnage for Khaine Dec 6, 2020 @ 7:57pm 
@Gwenolric
(1)
(2)
Gwenolric  [author] Nov 22, 2020 @ 6:45am 
@Carnage for Khaine
Is it the only one that doesn't work? Choice 1 or 2? Or is it just the spells that are once more a complete mess?
1) The rest of the summons of this mod are working fine but this one doesn't
2) The rest of the summons of this mod aren't working and this one also doesn't

And the exact problem is (choices again) ?
1) The ability is not available even after researching the technology
2) The ability is available but in-battle, I can't summon it
3) Something else
Carnage for Khaine Nov 22, 2020 @ 2:41am 
@Gwenolric Herectics in the Dark seems doesnt work dude
Dektarey Sep 28, 2020 @ 1:58am 
My milkshake just spilled over my carpet. I do consider this a real problem.
Gwenolric  [author] Mar 2, 2020 @ 2:53pm 
I was alerted by this thread, what happened?
Well, sorry to alert you again, but by writing this you also alert me ^^ so let's stop alerting each other. (that means don't answer please, except if there is a real problem)
< blank > Mar 2, 2020 @ 2:26pm 
I was alerted by this thread, what happened?