Total War: WARHAMMER II

Total War: WARHAMMER II

Old vs New Collection
17 Comments
shaky_rivers  [author] May 23, 2019 @ 3:55pm 
@beyshan - Mod was split into two, "second start" all the extra colonies (you can turn off what you want using mod configuration tool as well) and "Lost factions" with all the custom factions, making barebones redundant as it's basically "second start" now.
Beyshan May 23, 2019 @ 1:25pm 
Did you delete your barebones version? I really enjoyed it for it's compabililty. Since there's a lot of custom units added, this mod doesn't really work well with overhauls like SFO balance wise.
Picking the parts of the mod I want doesn't work either I think since colonies and custom units are one "package". You don't get the colonies without the custom units. Or am I missing something?
shaky_rivers  [author] Jan 31, 2019 @ 11:24pm 
@kopelt07 - Overhaul includes everything so you only need to sub to that or if you don't want everything you can pick and choose the individual mods.
InquisitiveBard Jan 31, 2019 @ 4:38pm 
@shakey_river @EVERYONE Okay, I'm slightly confused. I see the OvN: Overhaul listed here says that it includes pretty much everything, but typically you sub to everything in a collection. Ssssssoooo if I want to use this collection, do I need to sub to everything or just particular items in the collection?

Just curious. I would love to use this collection. What else, additionally, do I need to sub to if I sub to the OvN: Overhaul mod???
shaky_rivers  [author] Oct 6, 2018 @ 2:18am 
@Kriller - It works in single player ok but must be misfiring in multiplayer and i'm not sure how to fix that.
Krilller Oct 6, 2018 @ 1:49am 
@shaky_rivers we both had the same mods enabled, otherwise we would have gotten the missed matched version warning from the game... i'll try and explain a little better, the mods seem to be working just fine i you just choose a few of them, but when you use the compilation or all the individual mods at the same time, some of the factions dont spawn their free armies...

so in short something happens when you combine all of these mods in multiplayer. but the mods work fine individually or in smaller groups.
shaky_rivers  [author] Oct 2, 2018 @ 12:36pm 
@kriller - I haven't tested in multiplayer but I know the scripts don't like running the same commands so if its loading the script on both your games it's probably misfiring. I assume it won't work if just one of you has the scripts enabled.
Krilller Oct 2, 2018 @ 9:54am 
Are you aware that in multiplayer when useing all the mods/the compilation som of the factions doesn't get their free armies.

me and a freind of mine did a bit of testing, we found out that when useing the compilation or the mods seperatly that norsca, vampire counts, mazdamundi, empire and the skaven amoungst others didn't get their free armies, while others did like the dwarfs and high/dark elves...

but when we used "the dead raise" and "norscan raiders" on their own, then they did get their free armies

we didn't check if useing the mods on their own for mazdamundi, empire and the skaven made the armies spawn for them though, but i still thought it was worth mentioning :)

we tested this without any other mods enabled
Antanos Sep 15, 2018 @ 2:24pm 
@shaky_rivers oh thanks. Well, he hasn't downloaded it on the workshop yet, so nobody can play it yet, but at least it exists and is being tested.
shaky_rivers  [author] Sep 15, 2018 @ 5:03am 
Antanos Sep 15, 2018 @ 12:47am 
I don’t know if this would be compatible with SFO and radious, but they can probably just make submods. I think this mod might eventually become as popular as crynsos’ faction unlocker.
Antanos Sep 15, 2018 @ 12:47am 
There would be a couple of exceptions: TEB, the lost clans of Zorn and kraka drak, vampire coast, Kislev, Followers of Nagash, Khatep (cuz he's exiled), and new world colonies would stay independent, as in the lore. The vampiric factions in the southlands should also just be allied to Arkhan and the followers of Nagash, cuz otherwise he'd be completely alone.

This would make the start of the game much more epic as faction's start off big, and you won't have to spend many turns fighting the same race as you are (for example as the empire.) It would just be an entirely different sort of campaign.
Antanos Sep 15, 2018 @ 12:47am 
Hey man, there is a mod that several people have been asking for on the forums, and which might be within your ability. Essentially, the idea is that all playable races start with all their lands united under one banner. I think there would be a lot of people that would appreciate this, and with your modding experience i think you could do this.

So for example, all the dwarf factions start with all their territory, with every lord in their normal starting position, as one big confederation. This would be the same for all the other settled factions; greenskins, vampire counts, empire, high elves, dark elves, lizardmen, skaven, tomb kings, and bretonnia. All the chaos factions would be united under WOC, and all beastmen tribes under the main one, if possible.


shaky_rivers  [author] Sep 14, 2018 @ 8:44am 
@acnezebra - Thanks, glad your enjoying them, plan is to have a mod for each race. Dark elf mod is done and get spawning armies around the world and AI gets a settlement to help them. But if you like chaos including chaos in lustria your going to love my next mod.
AcneZebra Sep 13, 2018 @ 2:36pm 
These are amazing mods. I was really looking for something that helped breathe life into the starting locations and situations you face in the mortal empires maps that wasn't completely re-rolling the experience. I would love to see some of these for other races (like maybe the dark elves with a colony and a black ark off shore, dumping chaos in lustria, etc). Keep up the awesome work!
shaky_rivers  [author] Sep 11, 2018 @ 10:05am 
@Gritz - Glad your enjoying them, a few more mods to do, then the collection will be complete.
Grittz Sep 11, 2018 @ 1:40am 
Thankyou so much for all this work! Breath of fresh air into one of my favorite games :)