Total War: WARHAMMER II

Total War: WARHAMMER II

Bretonnia Tech Tree Overhaul [Updated for Paunch]
45 Comments
Reeva! Jan 5, 2023 @ 3:07am 
Does this bad boy still work?
hortanium  [author] Apr 30, 2021 @ 5:32pm 
It was anything in the building tree at the time. If you're not crashing when scrolling over anything in the building tree it's possible that the mods were updated to not be tied to tech anymore as that was the source of the original crash.
Betamax Apr 26, 2021 @ 2:24pm 
"INCOMPATIBLE
-Bretonnia Regiments of Renown
-Regiments of Renown Compilation
-Regiments of Renown Compilation SFO
These will crash when scrolling over settlement buildings. This is due to the required technologies not existing in the tech tree overhaul."

???? I didn't notice this before downloading and used the two mods together, from my playthrough they SEEM to work okay. Which buildings in particular are you referring to that causes crashes?
hortanium  [author] Feb 28, 2021 @ 7:36pm 
Yes it does.
Betamax Feb 27, 2021 @ 10:36am 
Does this work for the current patch?
Sadge Sep 23, 2020 @ 9:25pm 
Thanks, I actually figured it out after I messed around with it for awhile. I cleared out the main bretonnian tree and set up 3 sub-trees using the faction key like you mentioned, cloning the one from Repanse for Alberic. I'll check out the modding den, thanks again!
hortanium  [author] Sep 23, 2020 @ 3:51pm 
I believe you should be able to. However, you would essentially have to clone the repanse tech tree and change the technology node set to brt_mil from repanse_mil. You would also need to then apply wh_main_brt_bordeleaux to faction key. I think that should do it. If you haven't check out and join the C&C modding den. People there are very helpful and you will learn a lot.
Sadge Sep 21, 2020 @ 3:00pm 
Nice mod! It got me thinking, would there be a clean way to give Alberic the Repanse tech tree? I'd like to differentiate him from Louen and Fay, but it looks like I'd need to either recreate the tech tree for all 3 or go through startpos. I'm wondering if it would possible using only pfm, but editing the tech_nodes_sets tables don't seem to have any effect in game.
hortanium  [author] Jul 9, 2020 @ 2:03pm 
@Rok' n Itza on my Pizza. I'm glad you're enjoying the mod. The SFO techs are missing by design. Primarily it allows the mod to be compatible with vanilla. I also felt they didn't fit well with my tech tree mod.
Rok' n Itza on my Pizza Jul 4, 2020 @ 1:59pm 
Hello! First of all, I really like the mod, so much to research and it all feels valuable without being OP. But i noticed that the unique techs in SFO are missing (those that improve the new special abilities and stuff) :)
hortanium  [author] May 22, 2020 @ 8:31pm 
They will not work together. https://steamcommunity.com/sharedfiles/filedetails/?id=1293472495 This one is designed for crynsos and adds a similar number of slots. When they get updated, that should hopefully satisfy both of your goals.

You're welcome, glad I was able to help. You're more than welcome to ask any other questions.
MadeThrone11206 May 22, 2020 @ 6:25pm 
So since that only one startpos mod can be active at a time, will I have to chose between 'Gypsy Dancer's More Slots Mod' and the 'Crynsos mod.' Or will it be able to work together with the 'Crynsos' Faction Unlocker+' you've shown me (Yes I know that this may be a dumb question, for I am pretty sure that you just said that yes these two will work together; but I am kinda 'new' to modding, and would just like to be sure that these two will work together).

Once again I thank you for your time, for you have been vary helpful hortanium.
hortanium  [author] May 22, 2020 @ 5:46pm 
startpos is the file that creates the starting positions for everything on the map. Anything that adds more slots will modify the startpos, as will other faction unlockers. You would want to use the crynsos faction unlocker+ https://steamcommunity.com/sharedfiles/filedetails/?id=1158985864 . It currently won't work due to the latest update changing the startpos and the mod tool created by CA currently being broken. When it does get updated, that's what you'll want to look at to not be at war with marienburg.
MadeThrone11206 May 22, 2020 @ 5:25pm 
Sorry, but what are 'startpos mods,' for are they like the ones I'm using such as 'Gypsy Dancer's More Slots Mod?' If not then what 'Crynsos mod' should I use, for there is quite a bit of them.
hortanium  [author] May 22, 2020 @ 3:30pm 
Crynsos really only interferes with startpos mods, as only one startpos can be active at a time. I've used it for a while as I like the changes. I'm pretty certain that changing the starting wars requires changing the startpos, which is why I haven't done it. I personally don't like starting at war with Marienburg or that Bastonne starts at war with the dwarfs.

Changing relations on the other hand is pretty easy. Using either PFM or RPFM, open the db and go to this file campaign_cultural_relations_tables. You will be able to change those values there. However, Marienburg falls under empire. You could make the empire factions dislike each other, but it may also mess with the empire unifying and surviving. If you really want to start to get into modding, I highly suggest joining the C&C modding den on discord. The group is really helpful and taught me a lot. https://discord.gg/JGV7my
MadeThrone11206 May 21, 2020 @ 9:52pm 
Yet from what I know, is that it can interfere with some mods. So if you have no interest in making one. Perhaps you could tell me how to make it so that Bretonnia does not start at war with Marienburg, so that it can go to the empire and not have to go to war with Bretonnia just to get it, and to prevent such a war; perhaps you could also tell me how to improve the relations between them within the PFM. P.S I also would like to decrease the relations between the empire and Marienburg so that the empire takes it instead of bretonnia. P.S.S I thank for your time in reading my comments and replying to them hortanium.
hortanium  [author] May 21, 2020 @ 8:17pm 
I know the crynsos faction unlocker does.
MadeThrone11206 May 21, 2020 @ 7:38pm 
Is there a mod that makes it so that Bretonnia is not at war with Marienburg? If not could you make one?
Mike777ac Feb 11, 2020 @ 3:36pm 
I would if I could lol. Oh well :(
hortanium  [author] Jan 3, 2020 @ 7:20pm 
@Mike777ac Just checked it out and it is indeed a resolution issue. Try changing your resolution settings in the game. I use 1920x1080.
Mike777ac Jan 2, 2020 @ 10:30pm 
Maybe my resolution isn't right or something, but for me it's almost impossible to see most of the upper and lower tech trees. Only the middle one and parts of the upper and lower ones are visible lol.
Altan Jun 24, 2019 @ 2:26am 
I did check on the one hand it seems to work fine with the vanilla LL on the other hand there's some weird shennanigans happening with his custom LL (LL1)
hortanium  [author] Jun 23, 2019 @ 6:41pm 
I haven't played warhammer for a bit and didn't know Mixu had created an unlocker. If it just changes the startpos then it should as I don't touch that.
Altan Jun 23, 2019 @ 6:13pm 
Just wondering if it works with Mixu's unlocker ?
hortanium  [author] Mar 10, 2019 @ 11:02am 
@Dalinoth, what other mods are you using? I just tried it with only SFO and launched with no issues. Load order shouldn't matter in this case.
Dalinoth Mar 9, 2019 @ 10:33pm 
I am having trouble getting this mod to work. I am using it with base SFO but really nothing else, Does the mod have to be loaded in a particular order to get it to work properly?
hortanium  [author] Feb 8, 2019 @ 1:16pm 
@Delicious. I had a chance to check and the tech trees do not work together. Not sure why since no techs were added and the way I removed them works for the unchanged vanilla techs. If you wan't to use them together you would need to remove the technology_nodes_tables and technology_effects_junction_tables using pack file manger (PFM) or rusted pack file manager (rpfm).
EyeBags.On.Fleek Feb 7, 2019 @ 4:03am 
Thank you for the prompt response!
hortanium  [author] Feb 6, 2019 @ 4:08pm 
@Delicious I haven't used Blessed Bretonnia. However, the tech tree looks like it should work fine. The scripts will be an issue. Blessed Bretonnia will load first and will break my peasant economy script which will invalidate the pastoralists tech, which adds the extra peasant per region. If you use a mod manager and manually change the load order so my tech tree mod loads first, it will work. Alternatively, you could rename my mod by adding !!! in front to have it load first. However, you would lose the extra 6 starting peasants that Blessed Bretonnia provides.
EyeBags.On.Fleek Feb 6, 2019 @ 1:17am 
Great work this looks awesome. Do you know if this will work with the Blessed Brettonia mod? I think it only changes some of the anti faction decrees. I really hope I can use both these great mods together.
warriorandtoaster Feb 2, 2019 @ 7:47am 
Ooh, rad. Thank you!
hortanium  [author] Feb 2, 2019 @ 7:03am 
It should be. The changed files were just removing unused items.
warriorandtoaster Feb 2, 2019 @ 6:57am 
This probably isn't going to be save-compatible, will it?
Alerion Jan 28, 2019 @ 2:57pm 
nvm I have figured out what the problem was, it was mixus lords in combination with the me turn time destroyer.
Alerion Jan 28, 2019 @ 2:51pm 
is this compatible with the festag beta, my game keeps crashing so im trying to figure it out. if you want a list of my mods I can provide.
Venris Jan 28, 2019 @ 12:02pm 
Nice mod :).
merlockqueen Jan 27, 2019 @ 6:58pm 
The thing with wood elf conferdaration is that it also requires a level 3 oak of ages which can be pretty hard to pull of with its high amber costs till later game.
hortanium  [author] Jan 27, 2019 @ 6:35pm 
it takes 25 turns to research the confederation tech. Which is long for a single tech, but 11 turns shorter than researching all 6 vanilla ones take.

I didn't know that the wood elves couldn't refuse confederation. Not sure how trying that for Bretonnia would work though, or how I could implement it. My concern is that it might unbalance Bretonnia too much.
Rewasder Jan 27, 2019 @ 5:54pm 
or even better, the wood elves take some time to be able to confederate, but once they can, the IA cant refuse the confederation, could something similar be done with bretonia? it feels kinda wrong for those lords not to hear the kings call to arms...
Rewasder Jan 27, 2019 @ 5:51pm 
oh, thats great, i hope it doesn't take too long to get it then xD
hortanium  [author] Jan 27, 2019 @ 5:44pm 
@Raegorn, you still need a tech to confederate, however, they are all merged into one tech instead of 6 different ones.
Rewasder Jan 27, 2019 @ 3:28pm 
so now you could confederate without techs?
Flamboyant Schemer61 Jan 27, 2019 @ 1:56pm 
Nice mod
Goedendag Jan 27, 2019 @ 6:16am 
I think it would take a loooooot of work to make them a powerhouse (at least in campaign). They arent just the weakest race atm they now get decimated by kemmlers new starting pos. Thanks for making a buff for them :)
Invincible under the Heavens Jan 27, 2019 @ 5:22am 
looks awesome