Total War: WARHAMMER II

Total War: WARHAMMER II

Rise of the Beastmen - revisited (ME)
253 Comments
-={o.W.n}=- CodeMonkey Jun 18, 2023 @ 2:10am 
hey, i do love this but can you make one were more pop for warhammer 3
General Brooks Sep 30, 2021 @ 6:19am 
Is this no longer part of SFO? Beastmen aren't respawning for me in my SFO late game.
hugoleomarinho Jul 24, 2021 @ 9:13pm 
Thanks for the update
Vacuity Jul 24, 2021 @ 3:25am 
Ta muchly for the update!
Edin Jul 23, 2021 @ 6:49am 
P.S.
When you replace the text in the .lua file you need to include the " -marks and the , -signs as well or the mod will throw a slight hissy-fit and promptly refuse to work as it should.

Have a good day!
Edin Jul 23, 2021 @ 6:47am 
Part 2/2
3, Once you've opened the file navigate through the structure and open the script folder followed by the campaign folder, the main_warhammer folder, and the mod folder. Double-click the zar_twh_beastmen_rising.lua file to open it.

4, Near the very top of the file you'll see a text stating "-- all playable bst factions" followed by "BEASTMEN_FACTIONS =" on the row below it. Find the text
"wh_dlc03_bst_beastmen","wh_dlc03_bst_redhorn" and replace it with the following:
"wh_dlc03_bst_beastmen","wh2_dlc17_bst_malagor","wh2_dlc17_bst_taurox","wh_dlc05_bst_morghur_herd","wh_dlc03_bst_redhorn" .

5, Save your edits to the file and close RPFM. Enable the mod in your modmanager of choice (I once again recommend KMM) and then launch the game.

6, if you followed these instructions correctly and didn't muck them up this mod should be fully functional for all the playable beastmen factions that you have access to. Cheers!
Edin Jul 23, 2021 @ 6:44am 
Part 1/2

There's an easy fix to enable all the functionality of this mod (except for the spawned beastmen armies not having any of the recent FreeLC or DLC units) and it can be implemented by doing the following:

1, Download and isntall the Rusted PackFile Manager program. This lets you open and modify the zar_twh_beastmen_rising.pack file to make the changes required. The program can be downloaded from GitHub: https://github.com/Frodo45127/rpfm/

2a, After setting up the program go to your Steam folder and then navigate to steamapps -> common -> Total War WARHAMMER II -> data and open the zar_twh_beastmen_rising.pack file with RPFM.

2b, If you're using CA's modmanager instead of KMM you'll instead find the zar_twh_beastmen_rising.pack file by navigating from your Steam folder to steamapps -> workshop -> content -> 594570 -> 1182534497 and the file should be right there.

Part 1/2
Darxy Jul 14, 2021 @ 4:15pm 
Any plans to continue with this mod post the beastmen rework?
d1am0nd96 Jun 11, 2021 @ 7:11pm 
does it work for multiplayer?
Doktober Apr 20, 2021 @ 4:09pm 
@Rein I think it was causing problems even before Rakarth. I had several beastmen campaigns earlier and each time, at around turn 80 or so something would happen that would crash the game when loading the save the next time I played.
Rein Mar 21, 2021 @ 12:59am 
So up until Rakarth update this worked fine, but it now will serve to break scripts of other mods and vanilla functions such as elector count fealty, forge of Daith, Mixu lords, Ect.

Just a public service notice for anyone else sifting through a modlist to find what has broke.
linkfire12 Jan 31, 2021 @ 11:01pm 
I'm not entirely sure how possible it is, but it might be worth tweaking the unit spawn ratio for the Beastmen armies, especially in mid to late game. I haven't encountered a single Beastmen army that uses anything more than Ungors, including during the chaos invasion. A gor is a complete rarity (and that is only a mid tier unit), and I haven't ever seen a Bestigor.

Despite the mods attempts to give them more of a map presence, and my attempts to combine this mod with other Beastmen overhaul/improvement mods such as "Guv's Horde Reemergence Army Changes" and "The Nature of the Beast", they still seem to die out very quickly.
Syphon Dec 28, 2020 @ 11:16am 
Hi I know it might be a bit to work out but I was wondering if you could make it so mods such as the MCM could change the starting invasions, seems to me a bit like the invasions are too late into the game to worry that much for but this might be due to mods which make my games a bit faster to complete. Though thank you for this mod, never thought I could actually think 'So if the Beastmen take x'.
Zarkis  [author] Dec 19, 2020 @ 2:19am 
I fixed this by restricting the free upkeep to 10 turns only (works only for newly spawned armies though).
oMcAnNoM8 Dec 17, 2020 @ 4:42pm 
not sure if its a bug, but the armies that are trigger spawned in by this mod give you free upkeep when confederated. Not complaining but just wondering if this is intended
Gleen Cross Dec 6, 2020 @ 3:15am 
This mod is more necessary than ever, lol playing as Orion, not even 20 turns and both Beastmen factions were destroyed
FeralZ Dec 4, 2020 @ 1:17pm 
working?
Kabulk Nov 2, 2020 @ 1:45am 
Hi, Im at turn 80 with SFO and still dont have any Great Herdstones mission. When are they supossed to trigger?

Thanks!
Baligdur Aug 24, 2020 @ 12:10am 
Is it possible to create similar mod spawning savage orcs ?
Boer Basher Aug 21, 2020 @ 1:46am 
tip - don't have the community modding framework enabled if you want the herdstone events to work
hi3r0ph4nt Jul 25, 2020 @ 1:25pm 
When is the herdstone quest supposed to trigger?
WorstPlayerEver Jul 18, 2020 @ 5:11am 
No one else has crashing problems with this mod? This always crashes on game startup. Only this mod enabled. I have tried beta patch/no beta patch, verifying game files. Nothing. Can't get past the TWWH2 logo.
Lampros Jun 19, 2020 @ 5:37am 
Steingrim,

Thanks!
Showstopper Jun 19, 2020 @ 3:24am 
@Lampros Yes, I use both and they seem to work fine
Lampros Jun 16, 2020 @ 5:43pm 
Is this compatible with Cataph's Boyz will be Boyz?
Doktober Jun 4, 2020 @ 12:27pm 
Works with Mixu's unlocker playing as Taurox the Brass Bull, to my delight. Not sure if the 10 events carried over from the first game worked since you're techinically not supposed to be able to play as manblight, but, the region specific bonuses from friendly herds works, the four herdstones work, the raid stance replenishment works, and the chaos warherd invasions work.

While it would be cool, I don't expect compatibility to be made for Taurox and Manblight. Aside from that I only wish the rewards for finding the herdstones were a bit more substantial.
Sardorim May 30, 2020 @ 5:38pm 
This is necessary until CA does a Beastmen rework which may not hit til Warhammer 3.
Theghostoftimmy May 26, 2020 @ 5:54pm 
Great mod, works for me. Would you consider changing the beastmen brayherd system to the new greenskin waaaaaagh system?
WorstPlayerEver May 26, 2020 @ 1:23pm 
This crashes the game when I try to launch it. I only have this mod activated.
Sardorim May 18, 2020 @ 4:32pm 
How does this work alongside Chaos Dwarf Invasion and Chaos Invasion 20x?
Bard Apr 26, 2020 @ 3:15am 
Does this mod tampers with "wh_horde_reemergeance.lua"?
Fenriswolf Mar 8, 2020 @ 12:12am 
Are this exactly the same campaign changes as SFO or there changes which sfo adds but this mod doesn't except for the stronger units ?
razvedchiki Jan 24, 2020 @ 2:56am 
thanks.
Zarkis  [author] Jan 24, 2020 @ 2:48am 
Spawn points are random.
razvedchiki Jan 21, 2020 @ 1:18am 
do beastemen hordes spawn in brettonia?because im at turn 70 and havent met one.
thaygiaomap2000 Jan 16, 2020 @ 3:55pm 
only work on ME , not in vortex ?
ConsiderableFlux Jan 6, 2020 @ 7:36am 
Hmmmm. When just loading those two together alone, it works. But when I load them with the other mods I'm using, I can only load either one at a time. Loading both will CTD before I reach the menu.
Zarkis  [author] Jan 5, 2020 @ 11:10pm 
@Pale
No, it is not supposed to happen. Make shure you don't have the old version of the Empire mod.
ConsiderableFlux Jan 5, 2020 @ 4:30am 
Hi Zarkis. If I try to launch this mod alongside your The Empire - Reloaded mod, the game CTD's before getting to the menu. Is that supposed to happen? :/ Otherwise I love both mods.
cybvep Dec 29, 2019 @ 7:21am 
Hello there. Can you reduce the movement cost to adopt the raiding stance for the Beastmen to 0%? TBH it never made sense for them to have to "pay" 25% movement cost if Norsca doesn't have to do it.
xenixx Dec 28, 2019 @ 4:19pm 
RE: Crashing. I haven't been able to get a campaign to run in ME for a few patches now because of this mod. I haven't added any new mods so I'm not sure what the sudden conflict comes from, if it's that, which I'm assuming it is. I think I'll try to figure out what the conflict is in the next week or so.
Conflagration Dec 26, 2019 @ 1:54am 
It crashed immediately upon new campaign load, but when I removed this mod specifically after going through the entire list removing and re-adding it was this one that made it work. But it might have just been a conflict somewhere then I suppose.
Zarkis  [author] Dec 26, 2019 @ 1:52am 
I started a new Kroq-Gar campaign with no issue. Did it crash at game start or later?
Conflagration Dec 26, 2019 @ 1:30am 
Was a Mortal Empires Kroq-Gar campaign.
Zarkis  [author] Dec 26, 2019 @ 1:29am 
Which campaign?
Conflagration Dec 20, 2019 @ 5:06pm 
I'm getting a crash upon campaign start when using this. Ran through all my mods, definitely narrowed it down to this. A shame really, it worked perfectly fine before.
Barrakuda Dec 18, 2019 @ 10:35am 
Is it possible to do the same, but with the greenskin tribes?:goblin:
slapda11as Dec 15, 2019 @ 2:22pm 
ok upon farther testing ive found that it works fine it was the mod Community Modding Framework that was the mod crashing me... sorry forgot i had that mod clicked when i put your mod in.....ty for the response but i got it.. IT WORKS PERFECT...
Zarkis  [author] Dec 14, 2019 @ 11:14pm 
So the game crashes when starting it or when starting a campaign? Did you try to deactivate alll other mods to check what happens? I have no problem stating the game and playing a beastmen campaign. And I changed nothing for the patch so far.