Total War: ATTILA

Total War: ATTILA

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Mazz's Improved Huscarls
   
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Tags: mod, Units
File Size
Posted
Updated
6.628 KB
Sep 21, 2015 @ 1:10pm
Sep 21, 2015 @ 1:25pm
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Mazz's Improved Huscarls

Description
This mod replaces the vanilla Huscarl with one that carries both the Dane Axe, now in one hand, and a Nordic round shield. They also carry two throwing axes that are used as precursor weapons.

This combination of features significantly improves the overall combat abilities of the unit itself, as it's now more then just shock infantry and capable of standing against basically any infantry opponent in the game.

Because you can get these units relatively early, they will feel unbalanced until later in the game, as they are comparable to late tier infantry. They are relatively tuned though, so do not expect them to work miracles when vastly outnumbered or flanked, as their morale is still relatively mediocre, like it is in vanilla.

This weapon/shield changes has been applied to both the normal Huscarls and the Royal Huscarls, improving them both.
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This mod should work with every other mod barring those that make direct changes to the vanilla huscarl, which this mod will either overwrite or conflict with. I will not be making Radious or other overhaul compatible version, so please don't ask.

32 Comments
Mazz  [author] Oct 14, 2015 @ 10:52pm 
look on total war center, it would be a pretty easy fix, use the pack file manager to open my mod, and copy the weapon parts of the variant mesh into whatever mod is modifying the huscarls too.
✠ WARZONE ✠ Oct 14, 2015 @ 10:32pm 
dammit. i have no idea how to do that
Mazz  [author] Oct 14, 2015 @ 9:20pm 
It's that or something else that is changing the variant meshes just like I must do. No way to get around that if you use both mods unless you can fix it yourself with the mod tools.
✠ WARZONE ✠ Oct 14, 2015 @ 9:05pm 
their axes dont appear. i have the jutes reskin mod on steam idk if it is that
Mazz  [author] Sep 26, 2015 @ 10:49pm 
i dont use the assembly kit so I'm not sure. Sorry. I'd check on Total War Center's mod forums. There is likely a tutorial about variant meshes and the Assembly Kit.
JurgenJuggernaut Sep 26, 2015 @ 9:34pm 
i have edited with variant thing of the asembly kit how do i do to make it work in-game?
Mazz  [author] Sep 26, 2015 @ 3:13pm 
You have to change the variant mesh and put the weapon and shield in the right places. Look at my mod and you'll get an idea.
JurgenJuggernaut Sep 26, 2015 @ 1:05pm 
could u advice me, changed the bersker weapon and animation for the dane axe, but in game axe is missing and they appear with a shield at the back, how can i fix this and take the shield off?
Mazz  [author] Sep 24, 2015 @ 8:35pm 
@Norse good to hear, once you can put units together the rest of the PFM will come in time, so you can add buildings and all that. It's good stuff to know, especially for when the next game comes out, since all the games are built on the same engine and tend to follow the same file structure. At least it should, they may change things up for Warhams since GW doesn't want mods or something dumb like that.

@Rag I can change them to swords, but then they are basically Hirdmen. The weapon, the Dane Axe, is what gives them the huge attack power they have. It's actually assigned by weapon like that, not the unit itself. I'd have to make a new sword and I really don't feel like doing all that since I'll never use it myself.

Also, the incompatibility with agrez isn't fixable unless you crack open the files yourself. He changes a variant mesh and so do I. I can't change his mod, so I can't actually fix anything.
JurgenJuggernaut Sep 24, 2015 @ 7:09pm 
alright, sorry.
What I mean, If u could change axes to swords instead, and add the shieldwall ability to them. Finally If fix the issue of no weapons when using agrez mods