Total War: WARHAMMER II

Total War: WARHAMMER II

Lore Names: Renamed Factions & New Evolving Names [Updated for the S&F DLC]
691 Comments
至尊哥 May 17, 2024 @ 8:02am 
Would it be possible to make a mod that changes the Flag to match the current Name?
Dragon32 Oct 12, 2022 @ 7:56am 
@mano-low
It already is, dude.
mano-low Oct 11, 2022 @ 11:40pm 
Can you bring your mod to Warhammer 3 please ?
Winter Sep 30, 2022 @ 10:27am 
After watching The Book of Choyers 'The Dwarf Strongholds' on youtube last night I'm really looking forward to seeing these in-game. I appreciate the work you put into this. Cheers
Dragon32 Aug 28, 2022 @ 6:35pm 
@Jon
Seems to be working fine for me in my current Settra campaign on Vortex. Where's your problem?
Jon Aug 28, 2022 @ 1:48pm 
I believe this mod is no longer working properly
youngmastermatt Jul 29, 2022 @ 2:14pm 
Playing as the Sylvanian Vamps, do I need to conquer the Wood Elf forests to get to tier 3-4, too? They always like to trade with me :)
Dragon32 Jul 6, 2022 @ 12:33pm 
@Wesky
I've never played as Imrik so not sure how all that works.
Wesky Jul 6, 2022 @ 11:27am 
@Dragon32
Oh right, i need 18 regions it seems... How do i control if i will become the Knights of Caledor or the Kingdom of Caledor tho?
Dragon32 Jul 6, 2022 @ 11:25am 
@Wesky
How many regions do you control? Check the links for the criteria
Wesky Jul 6, 2022 @ 10:03am 
Hello, i've been playing as Imrik lately and had confederated Caledor, and my name is still set as Dragonlord's Expeditiion... Is there something else i need to do? Thank you in advance for you answer.
Bardathe111 Jul 4, 2022 @ 12:40am 
NOT of length 2*
Bardathe111 Jul 4, 2022 @ 12:38am 
Went ahead and located the problem itself. In every culture's "check_owned_provinces" function there is a reference to "previous_region" (region_list:item_at(1)). For a faction that captures one region when they previously had none, this index does not exist because the region list is of length 2. Therefore executing that line causes a crash.
Bardathe111 Jun 16, 2022 @ 10:26am 
Okay it took me a minute, but I reproduced the issue and verified that removing this mod does indeed alleviate the crashes.
Dragon32 Jun 5, 2022 @ 4:16am 
@NordenBear
In that ScriptLog I uploaded from a crash in November the last event written was HERTZ_OUT | Counting provinces for <faction>

In my case it was Averland and whilst their faction hadn't been resurrected they had 0 settlements until they conquered the Moot. Maybe there's an assumption in the script logic that a faction will always own at least one settlement? IDK.
Bardathe111 Jun 5, 2022 @ 2:34am 
For sure; I'll try to determine for certain that removing it solves the issue. I would say, though, that the last line I showed there seems like it shouldn't be the final line in the script log, if it's not the cause. If I'm not mistaken, the next lines should count the actual regions, but the script never gets to that point. But I'll make certain.
NordenBear  [author] Jun 5, 2022 @ 2:20am 
@Egwhitt:
You sure this mod are the one causing this issue? As in have tried testing with not this mod active etc? As what you've shown of logs only shows the script doing its thing of counting a factions owned provinces. Nothing that could cause what you're speaking of :)

If you have made sure this mod are the one at fault, however, do let me know!
Bardathe111 Jun 5, 2022 @ 12:47am 
For reference, here is the log:

HERTZ_OUT: picking target name_update.
[out] <326.9s> Checking name update 1
[out] <326.9s> target_faction: wh_dlc05_wef_wood_elves
[out] <326.9s> name_update_1
[out] <326.9s> requirements_1
[out] <326.9s> Checking title holders.
[out] <326.9s> Title holder is:
[out] <326.9s> Condition is: provinces
[out] <326.9s> Executing condition provinces
[out] <326.9s> HERTZ_OUT Checking secured province.
[out] <326.9s> wh_main_talsyn
[out] <326.9s> wh_dlc05_wef_wood_elves
[out] <326.9s> HERTZ_OUT | Faction: wh_dlc05_wef_wood_elves has secured the province wh_main_talsyn
[out] <326.9s> HERTZ_OUT | Counting provinces for wh_dlc05_wef_wood_elves
Bardathe111 Jun 5, 2022 @ 12:46am 
I've noticed something odd. This mod's scripts seem to sometimes be causing crashes when an AI faction that has previously died comes back to life. For example in my most recent game. The Wood Elves keep trying to come back every turn and the rebels successfully take back Talsyn, then this script runs and a crash follows. Killing the rebel army does result in the turn successfully completing, but they come back next turn.
NordenBear  [author] May 21, 2022 @ 4:55pm 
Joshjosh
Thank you for making that! :)

Stendarr
Yes, mixu's factions are also included. Like the other Empire factions and Mousillon :)
Renan May 21, 2022 @ 4:29pm 
Hey, so does this affects mixu's factions too? Im already suscribed to the mixu lore names and I have the order you recommended in that mod.
joshjosh165 Apr 16, 2022 @ 4:44pm 
Hi all, thanks for this great mod, a staple of my mod list. Noticed the name changes meant the intrigue system in SFO for HE and Emp stopped working. Created the following script to fix that for all of you that love this mod and SFO.

https://steamcommunity.com/sharedfiles/filedetails/?id=2795519935
NordenBear  [author] Apr 13, 2022 @ 11:19pm 
@Nekzar
Are you both able to get the script debug mod and send it to us? :)
Nekzar Apr 13, 2022 @ 4:01pm 
In a head to head multiplayer campaign, both our games CTD on Von Carsteins (ai) turn 7. loading an earlier save and doing slightly different things up until turn 7 resulted in the same CTD. The crashes stopped after we disabled this and the lord/hero lore mod, but I suspect this mod was the problem because of its dynamic nature.

We were playing as Carcassone and Angrund.
NordenBear  [author] Apr 5, 2022 @ 9:38am 
WARHAMMER 3 MOD:
The mod for WH3 are now live and well! :P You can find it over here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2789898215
NordenBear  [author] Mar 29, 2022 @ 2:02am 
UPDATE:
Apologies for lateness in this. As mentioned earlier, been a rough and busy set of months.

But anyhow, have now put out an update now that should fix/add the following:
-Fix to the reported blank names issues.
-Fixed some bugs, like the ones mentioned by Gosudar below, and more.
-Changed some of the names for Kislev, Tilea and Norsca, based on ideas from you guys <3
-Added custom names for the Bregonne mod, thanks to ideas from Meuhoua!
-Added Zhufbar faction from Mixus LL 2.
-Some changes to Oxyotl, Taurox and Thorek faction names.
-First attempt at fixing the rare CTD issues. Let me know if any, after updating the mod, keeps having them.

All of these fixes and changes will of course bleed over to the WH3 mod as well!

Have a good one :)
-Bear
Gosudar Mar 23, 2022 @ 1:35am 
Hi, one of the users found a couple of minor bugs in the mod. Here is the full text of the message "If anyone still uses this mod and would like to Oxyotl on the 3rd level faction did not lose the name, and the wood elves still moved beyond level 1 in expanding their territories, then in the scripts need to change very little (I'm using Pack File Manager 5.2.4 for this).

For Oxyotl: in script->campaign->main_warhammer->mod->!!Lizard_mortal.lua find a piece of -LIZARD Oxy Three in the line new_name = "faction_name_oxy_threre" change in new_name = "faction_name_oxy_three" (yes, an oversight, depersonalizing poor Oxyotl)

For wood elves: in script->campaign->main_warhammer->mod->!!Wood_mortal.lua find a fragment of function wood_rename_run_conditions(context, triggering_event, faction_key) and just below in the line local title_holder = "none"; change to local title_holder = "";"
NordenBear  [author] Mar 3, 2022 @ 2:56am 
@Voice
Yes, it will :)
While you can, in theory, change your own faction each time you feel you've hit a milestone. We still will port this mod over so that that's also something that happens for AI factions. And for your own, should you prefer having it being done automatically.
voiceofreason467 Mar 2, 2022 @ 9:04pm 
So um... since we can rename factions in III now... will this mod still be ported over?
NordenBear  [author] Feb 14, 2022 @ 10:32am 
@Thailady:
I don't use KMM anymore (find it too much of an hassle sometimes), but I did not long ago. And worked fine with KMM and this mod. You tried starting up a game with only KMM and this mod to troubleshoot?
Thailady Feb 14, 2022 @ 5:16am 
game dont even start with this mod and KMM. CTD on game loading. But i'm using a 400 mods collection. Lore names of lord-heroes work great.
Dragon32 Feb 3, 2022 @ 1:58pm 
@NordenBear
No worries, I just try to help where I can.

And, no, I don't use SFO.
NordenBear  [author] Feb 3, 2022 @ 1:31pm 
@Dragon32: Thank you kindly for the caring words! Also want to publicly thank you for the help you have done to this mod! I've often seen you trying to help out people that have questions etc with this mod :) May that be guiding them to submods or discussion lists etc. Thank you.

Did/are you, when had the crash, using SFO mod as well?
Dragon32 Feb 1, 2022 @ 5:37am 
@NordenBear
Glad to see you back, hope you're cured of that virus.

Here's a link to mine, I posted on 18th November
https://ufile.io/8ynupzto

That's the only log file I have from then, though.
NordenBear  [author] Jan 31, 2022 @ 9:34pm 
2. As for the future, know that you will see this mod come out for Warhammer 3 as well! :P With all the new races and fun times that will bring! And know that an update for this mod are also now in the works. Adding some new updated names for Kislev, Norsca as well as some minor tweaks here and there.

Have a good one!
-Bear
NordenBear  [author] Jan 31, 2022 @ 9:33pm 
@Everyone:
Hello all you good folks of steam! :)
Apologies for my absence. Have been taking a break from WH2. A break that got unwanted longer because of getting covid and more o.O

But enough of me! Two things:

1. Can the people that have experienced CTD's please use the mod 'Script Debug Activator' and send me their full on script files to me? I know you guys most likely don't have the campaign with the issue anymore after all this time :/ But if you do, please send me so I can take a look. The more, the better. I already have my suspects of what the issue may be, but the scripts will help :)

In the meanwhile, I think a temporary fix to the CTD's are to disable this mod the round it happens, and 2-5 rounds after it. Then enable the mod again. As it's most likely based on a rare-ish set of curcumstances in the game that should be over/past after those rounds.
Mae Dec 25, 2021 @ 6:59am 
Does this mod work alongside SFO?
who, me? Dec 24, 2021 @ 9:08am 
Any suggestions how to fix the CTD's?
✠♠Kn1gHtFuRy♠✠ Dec 22, 2021 @ 9:27am 
This is causing CTD at the moment in campaigns - turn 10 onward, randomly.
[Project KT-Mod] Grimgor Thraka Dec 1, 2021 @ 2:38pm 
Agree with @Dragon32 and the others. Unfortunately this mods causes CTD at certain points in the campaign. Turned it off and resolves the crash. Just an FYI. Thx.
Dragon32 Nov 18, 2021 @ 12:05pm 
Had a CTD over the end-turn I was able to fix by disabling "namesmod2.pack"

I'd taken Averland's last settlement, leaving them with one army. Enabling Script Debug Activator it looks like they took The Moot and that caused the crash. Last lines of log
[out] <276.3s> Checking name update 10
[out] <276.3s> target_faction: wh_main_emp_averland
[out] <276.3s> name_update_10
[out] <276.3s> requirements_10
[out] <276.3s> Checking title holders.
[out] <276.3s> Title holder is:
[out] <276.3s> Condition is: provinces
[out] <276.3s> Executing condition provinces
[out] <276.3s> HERTZ_OUT Checking secured province.
[out] <276.3s> wh2_main_the_moot
[out] <276.3s> wh_main_emp_averland
[out] <276.3s> HERTZ_OUT | Faction: wh_main_emp_averland has secured the province wh2_main_the_moot
[out] <276.3s> HERTZ_OUT | Counting provinces for wh_main_emp_averland

Turn 166 of a Grimgor campaign, first problem I've noticed. I can upload the rest of the log
Taz Nov 8, 2021 @ 10:32pm 
Tiny bit of feedback, I feel the names of the Norscan factions are pretty underwhelming personally, maybe playing on the 'Kingly' nature and intelligence of Throgg would be more fitting?

Like, idk:

Wintertooth Tribe
Troll Country / Dominion of Beasts, etc
Crown Lands of the Wintertooth
Kingdom of Beasts (He refers to this in his lore iirc, would be a decent nod)

Otherwise great mod man, don't mean to shit on you or nothin its just what I'd personally do

Love ur name for the Vampire Counts 'Eternal Empire', that was my first tier 4 faction with this mod enabled, and I had not looked at the names prior and this suprised and impressed me, as I always saw my Vlad as the Eternal Emperor after he took the throne of Altdorf n shit
Zekuven Nov 8, 2021 @ 11:41am 
unfortunately i crashed on turn 88 due to this mod on torgovann's turn for some reason, and using the script debugger lead to me believing that it was this mod oddly enough despite them not doing anything that should have triggered a name change or anything. Removing this mod fixed the crash. I am using sfo which might be it since people have mention some finicky interactions with it.
Dragon32 Oct 30, 2021 @ 11:11am 
@Zooasaurus
IIRC, there's a submod for the Lore Names mod for Lords that covers Mixu's
Zooasaurus Oct 30, 2021 @ 9:30am 
Will you add evolving names for lords playable by mods like Mixu's LL or is it already included in the mod?
~Jpex~ Oct 18, 2021 @ 5:28am 
The mod have a compatibility issue with Sigmar's Heir Overhaul.
Only need to open the .pack of SHO with Packfile Manager then go in text subsection and delete the empire faction rename tab.
Enjoy :-)

and Thanks for this loreful mod
FreedoM Oct 17, 2021 @ 4:26pm 
I have an empty faction name in the Oxyotl campaign at level 3
Dragon32 Oct 17, 2021 @ 3:11am 
@noelwym
For the base game factions click on their button in the Description ("Click your favourite faction to see their changes"). Presumably mod-added ones are similar.
noelwym Oct 17, 2021 @ 1:22am 
What actually determines your level? I'm playing with Mixu's LLs and Kazador Dragonslayer's realm is a rank 1 power, having confederated Kazak-A-Karak and crushed the Greenskins, but it's still using its starting name.
Tikre  [author] Oct 14, 2021 @ 3:33pm 
@Nishizumi-san do you have any conflicting mods installed (and enabled, and is this mod enabled)?