Total War: WARHAMMER II

Total War: WARHAMMER II

Earth Blood and Invocation of Nehek Unnerf
122 Comments
Commisar Jon Fuklaw  [author] Apr 5, 2022 @ 6:28pm 
It's part of Impactful Magic 3 by default.
Deschain Apr 5, 2022 @ 5:17pm 
Are you planning on porting this to 3? If you do I think you should take a loot at bound spells. I think its a different entry on the table so it is not affected by this mod.
Obtite Sep 13, 2021 @ 5:17am 
@Awake id say legendary difficulty campaign is more responsible on minmaxing stats than multiplayer.
in multiplayer, you need to cover as many basis as you can in every battle. more infentry and cav than arty and missile units.
whilst in campaign, you doomstack whatever unit you buff the most. dwarfs. often ranger or quaraller doomstacks. highelf usally a form of archer doomstack, later on sister of avelorn..
lizardmen, 30 diffrent legendary lords that buff diffrent units, but stegadon doomstacks are common.
list goes on, campaign is just a contest on how much you can buff a certain unit, whilst multiplayer is genuine skill and situational awareness and micro
What is it all for? Sep 13, 2021 @ 12:49am 
This was in custom battle so they came in to the battle with all models and full HP.
What is it all for? Sep 13, 2021 @ 12:48am 
No need. I'm already using Kaedain's. I did some testing in custom battles and it does affect more than 4 units but some units just stop healing before the spell ends. I'm not sure why.
Commisar Jon Fuklaw  [author] Sep 13, 2021 @ 12:20am 
Read the big neon sign.
What is it all for? Sep 13, 2021 @ 12:19am 
This might be on my end but this seems to no longer work. Invocation of Nehek is only affecting 4 units like it used to before the mod.
Blood&Soil May 7, 2021 @ 12:30am 
The fact some people play this game primarily for multiplayer is hilariously stupid to me. Multiplayer is so boring and pointless and it ruins the magic of the fantasy setting by forcing you to micro everything and think in purely stat terms. Its shit.
Obtite Mar 24, 2021 @ 6:08am 
wish there was a mod to fiddle about with unit scale and stuff from laberatory streight into the campaign
Commisar Jon Fuklaw  [author] Mar 22, 2021 @ 6:58am 
As expected.
Kragg Mar 22, 2021 @ 6:18am 
Works like a charm, as always :)
Lain Dec 12, 2020 @ 12:16am 
Si its unlikely to break for any other reason.
im just going through a bunch of mods ive been subbed with for ages but have not received "updates" and seeing if they still work with this new update
Commisar Jon Fuklaw  [author] Dec 12, 2020 @ 12:09am 
As well it should, unless CA updates the schema for this particular table.
Lain Dec 11, 2020 @ 11:53pm 
ive been using this for the last like 3 DLC on multiple campaigns including this one recent one

it still works perfectly fine
Commisar Jon Fuklaw  [author] Dec 11, 2020 @ 5:16pm 
Glad you solved it, as I just got back from vacation and don't have time for troubleshooting right now.
Dusky Dec 11, 2020 @ 3:39pm 
Ahaha, found the issue. There was a mod using a Movie pack that was altering IoN, and was still being loaded even if unchecked in KMM. Deleted the mod and it works fine now
Dusky Dec 11, 2020 @ 2:19pm 
Having an issue with the mod and I can't wrap my brain around why, can't get it to work.

Using KMM
Only this mod active
Have Unsub/Resub
Have verified game files
Have reinstalled both Total War and KMM

I feel like I'm taking crazy pills and am missing something obvious. You got any insight?
Mutant Dec 8, 2020 @ 2:15pm 
Scratch my post, seems that this mod isn't compatible with the less spell particle mod, my bad.
Bomjus Dec 8, 2020 @ 12:32pm 
the mods works fine for the winds of magic/wizard earth blood, but it does not affect the bound earth blood cast by the Zoat units.
Mutant Dec 5, 2020 @ 3:14pm 
Doesn't seem to work with the newest patch. It's a great mod and I'm wondering if your going to update it?
WeebLord69 Aug 23, 2020 @ 6:02am 
Do not worry Trump has issued a decree and after 20 days or so all USA companies will be banned from doing any business with China so we will no longer see Chinese in our Glorious App that is STEAM.
Seefarer Aug 22, 2020 @ 8:50pm 
回血无上限
Commisar Jon Fuklaw  [author] Aug 17, 2020 @ 3:39pm 
There *must be* something on your end, as there's no max targets when I tested it.
WeebLord69 Aug 17, 2020 @ 12:24pm 
Well it is the only mod that i am using other than 2X skill points, am i doing something wrong then?
Commisar Jon Fuklaw  [author] Aug 16, 2020 @ 4:21pm 
Works fine. Only reason it'd show max targets is if you are using something else that messes with special_ability_phases, or if you ignored the big, neon rainbow message in the description.
WeebLord69 Aug 16, 2020 @ 3:20pm 
Does this mod still work? In the game the tooltips for earth blood and IoN show max heal amounts.
Commisar Jon Fuklaw  [author] May 26, 2020 @ 7:20am 
Yep.
ArchAnge1LT May 25, 2020 @ 9:05pm 
Hi, does this uncap IoN to healing more targets?
psycogdam May 22, 2020 @ 1:50pm 
Thanks Commisar.
Commisar Jon Fuklaw  [author] May 22, 2020 @ 12:31pm 
No, it does not. This will overwrite the vanilla values for earth blood and IoN until CA changes their entry names, which is unlikely to ever happen.
psycogdam May 22, 2020 @ 3:27am 
Hi, does this mod need an update for the latest DLC?
Commisar Jon Fuklaw  [author] Apr 14, 2020 @ 9:56pm 
Overhauls are not my problem.
Pog Miser Apr 14, 2020 @ 9:20pm 
Hey do you think you could make a radious compatibility patch or submod?I use radious heavily and this mod or any other mod that reverts these changes doesnt work with radious.
Rhaeven Feb 4, 2020 @ 10:53am 
Thank you.
Commisar Jon Fuklaw  [author] Dec 14, 2019 @ 5:43am 
Won't ever need updated.
Merovingi92 Dec 13, 2019 @ 4:00am 
Is this mod still updated?
Topkek Nov 23, 2019 @ 9:18pm 
Thanks for the help, everything is ok right now. I probably missed one of the steps.
Commisar Jon Fuklaw  [author] Nov 23, 2019 @ 6:14am 
Never heard of the former and you should probably talk to kaedrin about that on the modding discord (→ https://discord.gg/V3Bxdv ←). The latter, in my experience, has always been from a bad load order or broken mod/dependency.

I straight up can't recommend CA's mod manager because it's been a broken mess for trying to use more than a handful of mods since it came out. Hell, I know it's better than when it came out because it would only activate a single mod when it came out, but t's still crap.

Personally, I'd recommend using that discord link and bothering kaedrin for KMM troubleshooting, coz KMM is almost guaranteed to sort out your problem with No Regen Cap not being loaded.
Topkek Nov 22, 2019 @ 11:51pm 
I ran into some trouble with Kaedrin's Mod Manager and everytime I use it, the game crashes, whether I use a mod or not. It either doesn't apply the mods or just crashes outright.
Commisar Jon Fuklaw  [author] Nov 22, 2019 @ 10:52am 
You're using kaedrin's mod manager, right? If not, that's your most likely issue, as CA's mod manager is still awful at actually loading mods. If so, something is probably fucky with your load order or there's something otherwise majorly fucked. I've used No Regen Cap for as long as I can remember, back into the days of WH1, and I have never, not even once, seen anything ever break it.
Topkek Nov 21, 2019 @ 10:39pm 
I really tried, it either crashes or one overrides another. I'll try de-activating everyother mod after I finish my stupid campaign to see if one disables another. I'm of course not blaming you for anything, and I agree that its mostly my fault that when I thought your mod undid the whole nerf, including the regeneration cap.
Commisar Jon Fuklaw  [author] Nov 21, 2019 @ 10:33pm 
a.) This is not incompatible with any regen cap mod. This mod does not even modify the same tables as a regen cap mod. 110% guaranteed.
b.) Max HP reduction occurs quite quickly even with vanilla healing effects. Again, the regen cap is only 75% of total starting HP. You don't see trolls immediately losing max HP when taking damage, do you? If so, you've got something that's setting regen cap to a lower level, which is not my fault, nor my problem.
c.) The game very clearly tells you how much more healing a unit can take with a numerical value when you mouse over said unit with a spell that has a healing component. Refer to B if that value is abnormally small/large/schizophrenic.
Topkek Nov 21, 2019 @ 10:33pm 
By the way, they've introduced the regen cap in The Grim and The Grave patch of TWW.

"HP Regeneration (including potions) has had a ‘Unit Ability Scaling’ pass. All units now have a limit to the amount of hit points that can be regenerated, which is inherently scaled with unit hit points."

https://wiki.totalwar.com/w/Total_War_WARHAMMER_Update_3.html
Topkek Nov 21, 2019 @ 10:21pm 
Then how does come without a regen cap mod, a stupid blood knights unit ae gets its total hp reduced everytime it gets damaged? I can provide you with pics if necessary. Too bad that both mods are incompatible with eachother.
Commisar Jon Fuklaw  [author] Nov 21, 2019 @ 9:48pm 
Show me in any of the patch notes where regen cap has ever been reduced from 1.75x total unit HP. Show me in the patch notes where CA has ever said that they've removed the ability to increase an initially depleted units' size to a non-depleted size. Go all the way back to Warhammer 1's notes. I'll wait.

Once you've found it, I'll stop considering the initial comment stupid and a display of failure to understand game mechanics that've remained unchanged for three years. Spoiler alert: You won't.

P.S.: Now I'm being an ass.
Topkek Nov 21, 2019 @ 9:32pm 
Also, they did. Otherwise, it wouldn't make sense to have/see mods that increase it. Like the No Regeneration Cap mod of MrBlazzar™.
Topkek Nov 21, 2019 @ 9:23pm 
You don't have to be an ass about it, I'm not blaming you for something anyway.
Commisar Jon Fuklaw  [author] Nov 20, 2019 @ 10:28am 
CA never nerfed the regen cap. Therefore, this mod doesn't do anything to the regen cap. Maybe you should be complaining on another mod's page?
Topkek Nov 20, 2019 @ 7:28am 
The replenishment cap remains, I cannot heal my units over a certain threshold. The game either fixes their numbers or health bar at a reducing rate.
Skywagon Nov 16, 2019 @ 4:14am 
Thank you for this mod; the absurd nerf to Invocation (why can't they keep PvP and PvE separate, ugh ... ) made the VC campaign a pretty unfun experience, given how reliant VCs are on this spell. Thanks to this, VC campaign feels playable again without having to rely on blobbing AI purple sun cheese :)