Total War: WARHAMMER II

Total War: WARHAMMER II

Dismounted Reiksguard Knights
86 Comments
aLm0e Aug 28, 2022 @ 5:42am 
Will you add this mod for Warhammer III? Immortal Empires just released.
Fire™ Aug 7, 2021 @ 8:15am 
Maybe it would be better to label the in-game unit as "Reiksguard Foot Knights" rather than just "Dismounted". It seems rather odd
Ciaphas Cain Oct 24, 2020 @ 1:35pm 
Would I be able to make this compatible with Sigmar's Heirs mod? Obviously mentioning you by name and link to this
kelstr Dec 20, 2019 @ 3:22pm 
Using dismounted reiksguard is fine... but when I enable a 2nd or 3rd mod of yours... my game crashes. Anyone else?
GodKing Ray Dec 13, 2019 @ 12:27pm 
please update
Wasiu1 Sep 24, 2019 @ 10:02am 
Question: Karls's -15% upkeep cost for Reiksguard is counting ? Also, after tech rework for empire factions technologies in newest patch tech bufs all still integrated ?
rockmanphuc Sep 19, 2019 @ 8:33am 
Thanks for making the mod, no rush, there's an entire lizardmen campaign i can do while i wait.
// Sep 18, 2019 @ 3:30pm 
Thanks again Nox for updating. :)
Nox  [author] Sep 18, 2019 @ 2:22pm 
Hey rockmanphuc, thanks for the info. I did add it to my to-dos and will look into it.
rockmanphuc Sep 18, 2019 @ 8:53am 
Nox for some reason I don't know why but the 7 chevron exclusive redline skill for all empire lords doesn't apply to these guys? It adds 15% phys reduction yet, when i apply the skill it doesn't appear in the unit card?
Nox  [author] Sep 15, 2019 @ 10:33am 
Hey RafidobryYT, they are up to date :)
Radwan Sep 14, 2019 @ 12:04pm 
Update plz.
Sigismund Jul 14, 2019 @ 3:04pm 
Hey Nox. Thanks for the great mod. Just wanted to report an issue. Had the all-in-one version and Karls first battle with them,in multiplayer, would desync everytime. Gonna try sub'ing to each unit individually. Thanks for any help
ZenShin Jul 11, 2019 @ 12:17pm 
Thanks again! Glad to know your concept towards roles and balance of the units, no wonder this mod is indeed great!

*I did notice the technology and skills listed, and I believe many player who subscribe will really appreciate this useful information and effort of yours. I assume some of my mods actually replace/change the existing skills (Imperial Special Force and Emperor's Finest), so I mistaken that it was missing on skill tree but was actually intended.
Nox  [author] Jul 11, 2019 @ 11:15am 
Regarding that other mod i'm not sure why some of them get it's effects. Since i wanted to have precise control about the effects each one of my units get i did make a separate unit set id for each one and link them to the effects they are supposed to get. As a result i didn't need to add them to the already existing unit sets and so the only way to add a new effect to these units would be to link this effect specifically to the custom unit set id i created for it.
Nox  [author] Jul 11, 2019 @ 11:09am 
Hey 楓 與 琴, that is indeed intended and i'm happy to hear the explanation was of some help to you :)

My take on skill, tech and building effects was to create a separate unit set id for each unit. Since all the reiksguard units i created each fit in different combat roles i tried my best to go through all available effects and assign only those which made sense to the specific unit's combat role.

Like you said receiving all these things might make them too strong, thus i tried to assign them effects meant for their respective weaponry & combat roles. I did list all the effects each unit receives in the unit's description to clarify which unit gets which effects.
ZenShin Jul 10, 2019 @ 7:35am 
Sorry to disturb you again, I open the effect_bonus_value_ids_units_sets and figured out the effect 27, 28, 29 of Reiksguard Halberdier Knights are not found on Reiksguard Dismounted Knights and Reiksguard Handcannoers, I assume that's the line that cause the buff are not received by those 2 units,is it intended?

I treat Reiksguard unit as one category so I assume Reiksguard Dismounted Knights and Reiksguard Handcannoers would receive the rank 7 buff of damage resistance plus attack and defense too, although it may make these 2 units a little too strong as they also receive rank7 bonus from another skill. Making these 2 units receive 2 rank 7 skill buff.

Thank you the detail explanation again, it save lot of time for me to read over the pack file!
ZenShin Jul 9, 2019 @ 5:22am 
Thank you!, perhaps the word I used is misleading, I know the new skill I mentioned is not from your mod, so it's not an issue that your mod / units not receiving the bonus of the new skill from other mod. I just wonder what "conditions" that modder has written in his pack file cause his new skill apply buff to all of your reiksguard units except Dismounted Reiksguard Knights and Reiksguard Handgunners.

However I barely know about modding, I tried but still have no clue. So I think you might have an answer or at least a hypothesis that is close to fact (surely way better than my random guess without basis xD). Thank you for the very detail explanation, I will try to solve the issue thru your guide.

Thanks again for your great mod!
Nox  [author] Jul 8, 2019 @ 1:42pm 
Hey 楓 與 琴, thank you for your kind words!

if i'm not mistaken about the skill you are talking about, then i did not add this skill to my infantry units as it seemed to be targeted at high tier mounted units. Instead i did add the foot units to other skills more directed at infantry to make up for it. If you want them to receive this skill then you have to add their "unit set" id to all effects of the skill you want in the table called "effect_bonus_value_ids_units_sets". I did create a separate unit set for each one of my units which can be looked up in the tables "unit_sets_tables" or "unit_set_to_unit_junctions". But usually they are identical to the general unit id. I hope this helps :)

And thank you for your feedback regarding their name. I did already think about changing their name to something like this since it seems to be the official name of the reiksguard infantry i think. I will take it under consideration for the next updates!
ZenShin Jul 8, 2019 @ 11:36am 
Excellent mod, your Reiksguard mod it's a must for me to play Empire campaign from WH1 to WH2.

I encounter one small issue regarding the Dismounted Reiksguard Knights and Reiksguard Handgunners, both of these units are not affected by one of my other mods that supposed to boost all Reiksguard units' stats and passive buff (Karl Franz new skill named "Taste for Battle"). All other Reiksguard unit from your mods do got the effect. What could be the possible cause of it? Ins't Reiksguard are consider one specific group in mod table? Where should I look into to edit it?

Just my opinion, I think Dismounted Reiksguard Knights is a little lengthy, would you consider name like Reiksguard Foot Knights?

Lastly, thanks for creating such cool mods, all the works about units, card icon, stats and tech tree applied are just awesome.
firefalcon124 May 16, 2019 @ 4:22pm 
Gotcha ! Thanks very much !
Nox  [author] May 16, 2019 @ 1:02pm 
Hey firefalcon124, they are supposed to be available in custom battles. However the new official CA launcher seems to have some problems at the moment like loading mods only partially or not at all. Before uploading/updating i do test all mods on the official launcher and they do work for me so i'm somewhat lost how to solve this and if it really is a launcher issue i probably cant.

I myself am using Kaedrin's Mod Manager which has always worked perfectly fine for me and offers some advantages like the ability to create different profiles. Maybe using his Launcher will fix the issue for you aswell.
firefalcon124 May 15, 2019 @ 8:55am 
Are these not available in custom battles ?
// Apr 20, 2019 @ 7:08pm 
Thank you!
WΛRMΩNGΞR Apr 20, 2019 @ 6:08pm 
Thanx nox.
Nox  [author] Apr 20, 2019 @ 12:08pm 
Hey Guys, they are now updated :)
Karthone Apr 19, 2019 @ 10:28am 
An update would be appreciated
Ceres Clouds Mar 7, 2019 @ 5:29pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1674898249 Here's the compilation with credit & screenshots, thanks again for letting me use your work!
Ceres Clouds Mar 7, 2019 @ 10:24am 
That's grand, appreciate it!
Nox  [author] Mar 7, 2019 @ 10:09am 
Hey BHOT_Yezzia,
it's okay to add them to a compilation if the source is credited.
Ceres Clouds Mar 6, 2019 @ 6:25am 
Hey Nox,

Would you mind if I include these in a silly compilation/overhaul I'm working on? Providing links & full credit, of course.
Nox  [author] Jan 31, 2019 @ 2:20pm 
Hey Ronzendaro,
thanks for your feedback :) Yes you are right, i still need to add some recent balancing changes to the description text which i wil do for all units soon.

The Lord Skills of the empire have been updated by the festtag patch this week. I will try to make all my units work with the new skill effects this weekend.
Rozendaro Jan 30, 2019 @ 8:40pm 
something different.

Speed: 30 - > 28

and
Lord Skills:
Best of the Empire (Karl Franz)
Imperial Special Forces 1/2 (Karl Franz)
Honest Steel 1/2/3 (All Lords)
Emperor's Finest 1/2/3 (All Lords)

any lord skil dont effective all your moding unit.(handgunner ,,,etc)

Gorgos Nov 27, 2018 @ 9:32pm 
this isnt OP right?
Nox  [author] Nov 25, 2018 @ 2:26pm 
Hey Feathers Mcgraw, for now i concentrate on getting everything done i've planned for the empire. I'd like to do something for bretonnia, too but my time is very limited so i need to focus on one thing at a time for now.

Regarding the officers. I add them because i think it's more immersive when your regiments are lead by a captain. I can understand it's not consistent with the regular units but maybe if i find the time i would like to make a mod to add captains to them, too.
Teapot Nov 23, 2018 @ 4:25pm 
is there a version of this without the officer? it ruins the consistenc with my other units
Teapot Nov 21, 2018 @ 6:50pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1570781768

like this but with a unit card that blends in
Teapot Nov 21, 2018 @ 5:28pm 
it'd be cool if you could make a couple of dismounted knight units for bretonnia. there is already one up but i dislike how the name with (foot) at the end
// Jul 4, 2018 @ 10:20am 
ey I just wanted to thank you for your Mods! I used them in WH1 and now I shall try them in WH2! Thanks so much for your time!
Aimano May 17, 2018 @ 9:28am 
@Nox: Also, forgot to ask. Is this mod compatible with the JR Overhaul skill? if so, are these units (the dismounted Reiksguard) affected by the Red line skills that buff the Reiksguard Knights?
Aimano May 17, 2018 @ 8:14am 
Is this compatible with Dryrain's reskins?
-Rein- May 10, 2018 @ 1:47pm 
yeah man, i've found it 2 minutes later after posting my comment, but thanks for response! Love your work on that mod
Nox  [author] May 10, 2018 @ 3:00am 
Hey Rein,
i already released the all in one version for TWW2 :) You can find it in the collection linked in this mod or via: https://steamcommunity.com/sharedfiles/filedetails/?id=1341623217
-Rein- May 9, 2018 @ 7:01am 
Are you gonna compile them into one mod like you did for TWW1?
Snow Apr 24, 2018 @ 5:30pm 
Oh thank you I'll be sure to keep an eye out for when you upload the mod.
Nox  [author] Apr 24, 2018 @ 12:07pm 
Hey Vinnie DAngelo, i did finish a Dismounted Knights of the Blazing Sun Unit for Warhammer 1 a few days ago. I do plan to port them over to Warhammer II within the next few days. There's just some minor stuff left to do because in my opinion they did have better looking helmet textures in wh1 which i want to preserve when porting them over.
Snow Apr 23, 2018 @ 6:30pm 
Hey can you do a "dismounted" mod for the Knights of the Blazing Sun for Warhammer II? cause I can't find any.
Nox  [author] Apr 5, 2018 @ 11:50am 
Hey Great Lion, thanks! Yes, you can also recruit them at Castle Reikguard in Altdorf :)
Great Lion Apr 5, 2018 @ 12:09am 
Thanks for your great mod!
Great Lion Apr 5, 2018 @ 12:09am 
Hello! Have you putted this unit in the altdorft special building for the reiskguard?