Total War: WARHAMMER II

Total War: WARHAMMER II

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Ogre Leadbelchers
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Tags: mod, Units
File Size
Posted
Updated
40.593 MB
Jul 21, 2021 @ 6:22am
Aug 15, 2021 @ 4:39pm
9 Change Notes ( view )

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Ogre Leadbelchers

Description
I highly recommend you switch instead to Expanded Rosters: Ogre Kingdom for Leadbelchers and more.
https://steamcommunity.com/sharedfiles/filedetails/?id=2576786330


This mod makes a new Ogre Leadbelcher unit available to all factions through the Ogre Mercenary camp mechanic.


Leadbelchers are incorporated into the Ogre Camp mechanic. The Deathbelchers tribe unlocks 2 and each other camp unlocks 1. They are also called just "Leadbelchers". Mixus's still unlocks them, but IS NOT required.

The Leadbelchers are now a 16 Ogre unit. Their stats are based on the Maneater units and they now have three firing mode options of an armor piercing shotgun shot, a medium range mortar-type shot, and a cannonball shot with the slowest reloading.

I made some adjustments to animations and to the model itself to better fit, so the jank in idling is largely gone. I also swapped their secondary walking animation into their running slot, so the silly Dwarf jog is gone (but actually still in the game files if anyone wants to play with it). The locomotion looks far better now.

Huge Thanks to H3ro whose amazing Asset Editor tool was crucial to this even being possible, Phazer and Frodo for their pack file and rigid model tools, and ChaocRobie for the tips on improving the scripting.
113 Comments
ChaosRobie Sep 1, 2021 @ 1:26am 
Something funky going on with recruitment with this mod enabled. I suspect your last update corrupted your .pack, since the .lua file seems to be missing the top few lines defining the "init()" function.
Mortarch Of Blood Aug 25, 2021 @ 10:34pm 
Thanks for this mod Snek, was brilliant. <3
Snek  [author] Aug 19, 2021 @ 3:01pm 
The extra slots mod is a problem because it overwrites critical elements that enable Leadbelchers as a merc unit. The mods are incompatible until that mod is updated with necessary startpos script changes.
jshshadowknight Aug 19, 2021 @ 1:50pm 
Hello,sir.There is a new trouble.After update in 16th,I touch the camp and nothing happen once again.I am not sure if the reason is the mod 22slots. I will spend some time to check.And the Expanded Rosters: Ogre Kingdom for Leadbelchers are also this problem.So can you tell me something may crash your mod?I want to check which mod crash these more quickly.
GunKing Aug 18, 2021 @ 9:06am 
@Snek

Nope! I did not apply a new soot texture for the heads, mine just overwrote it. Something I may do in the future though if I can solve the same problems!
Snek  [author] Aug 18, 2021 @ 6:01am 
Sounds great @GunKing!

Question for you: were you able to apply a new texture to the Leadbelcher heads and keep the heads looking correct? I made a soot-stained texture for them here, but applying it made their jaw and teeth deform weirdly.
GunKing Aug 17, 2021 @ 8:52pm 
Hey man I updated my gray ogres reskin to be compatible with this one, ended up using a few of your assets so you're credited in the mod description!
Snek  [author] Aug 16, 2021 @ 5:15am 
There's nothing in this mod now that would be touching the UI. The only script function in this mod is a small function that appends them to the ogre script unit lists.
Nehylen Aug 16, 2021 @ 1:59am 
After your most recent update, I've witnessed that either of the respec mods "infinite respecs" and "one button respec", both adding buttons at the bottom of the Lord/Heroes UI, can't function anymore. I've fiddled with order of mods, to no avail.

I'm sure it was the update, as before starting a game earlier this week (12 or 13/08?), I made certain mods weren't conflicting with respecs (Had to remove Mixu's Mousillon, for instance).
Majestic 12 Aug 15, 2021 @ 4:06pm 
Current Tomb Kings playthrough, I recruited the Deathbelchers tribe which showed having 2 units of leadbelchers, when I went to recruit the next turn I only had the vanilla ogres available.