Total War: SHOGUN 2

Total War: SHOGUN 2

Weierstrass Units for Vanilla [Part 1]
477 Comments
RavenBuster  [author] Mar 23 @ 2:01pm 
It's shold be in: ...\Steam\steamapps\workshop\content\34330\1878707871.
Any mod released or updated since the "new" mod manager (ca. 2023 IIRC) now uses the common workshop path instead of the "old / legacy" ...\Shogun\data path.
RazaniEric Mar 23 @ 12:31pm 
where to find the pack file for this part 1. I can't seem to find it in data folder
RavenBuster  [author] Mar 14 @ 11:22am 
To be blunt, no. The (or better my) intended way to use the mod is as a complete package. But if you want to change parts of the mod you are always free to do them yourself.
ME!ME!ME! Mar 13 @ 8:51pm 
Is it possible to have only the new units without Militia or Veterans?
RavenBuster  [author] Jan 20 @ 11:10am 
Since this mod is based on a MoSS version (see credit section for link to the original mod), I guess it should be included by default. However this mod was balanced with native/vanilla S2 gameplay in mind and received a few additonal tweaks, units and changes.
big tiddy goth gf Jan 20 @ 8:48am 
Does this work/is it integrated into MoSS?
RavenBuster  [author] Oct 16, 2024 @ 7:52pm 
That's not surprising since unit models are handled seperatly for each unit and by default this mod only uses existing S2 assets for new units. If you want my units to look like the other units, you probably need to make a compatibility patch yourself or hope someone else did it and uploaded it somewhere.
Alice Guo Oct 14, 2024 @ 6:46pm 
This unit mod does not work with other reskin mods.
RavenBuster  [author] Aug 23, 2024 @ 2:55pm 
Well my uploaded mods aren't activily worked on anymore besides doing bugfixes. The good news is that I got it now, thanks for clarifying, the bad news is that I doubt I can really help you that much.

My terco patch only contains references to Tricosis's portuguese tercos variety mod (aka. makes my terco units use his added armors) nothing else. I guess the issue is caused by portuguese tercos variety mod itself (maybe try to disable my terco patch from your mod setup and see if the issue is already present) ???

As a last resort maybe try this guide below, perchance this helps but I'm kinda and my wit's end.
1) Check if "user.script.txt" file found at ".../appdata/roaming/The Creativity Assembly/Shogun2\scripts" exists
2) Open said file with any text editor and check if the file is empty.
3) If not, delete the file or it's content entirely, renaming or moving the file might also work.
(All mods listed in there will always be loaded regardless of your current mod manager selection)
Jeredriq Aug 23, 2024 @ 1:05pm 
@RavenBuster

Thanks for not abandoning the mod and being interested. To clarify, I see wrong textures on campaign map where you actually play, end turns etc. Not on campaign selection

No mods - Works without any issues
Just your mods in order (1- portuguese tercos variety, 2- your patch for tercos, 3- your part 1, 4- part 2, 5- garrison mod from you) issue starts.
Your mods without tercos part - Works perfectly without any issues.
RavenBuster  [author] Aug 22, 2024 @ 11:24am 
@Jeredriq
As you probaby can guess the issue is caused by a model - texture mismatch. I have seen that issue myself sometimes when using other S2 mods so no need to upload a screenshot. Since none of my mods change the campaign selection daimyo model (I don't even know how to edit them) but adds new textures I thought that another mod might cause the issue. That's because if both mod a) and mod b) add new textures one of them will probably overwrite the other one.

This might sound stupid but please do this regardless, does the issue persist even when no mods at all are selected? If yes I might know the issue and it's related to the mod manager update last year.
Jeredriq Aug 22, 2024 @ 10:09am 
@RavenBuster I also used your variety patch and followed the order of mods as you’ve mentioned. To confirm the situation, I closed all other mods, deleted the steamapps mod files, just opened your mods (1- portuguese tercos variety, 2- your patch for tercos, 3- your part 1, 4- part 2, 5- garrison mod from you) and when you select togukawa and start the campaign on the campaign map you see his textures messed up. I tried this with just your mod and all others deleted from locale. I am at work but when I arrive at home if you like I can upload screenshots to imgur
RavenBuster  [author] Aug 21, 2024 @ 11:45am 
@Jeredriq
I kinda doubt that's an issue between Portuguese Tercos Unit Variety Mod and my mod(s) since neither should change Daimyo apperances in the campaign selection screen. Please do note that my portuguese units also need the terco variety patch . Most likely another mod you're using (UIM, 10th anniversary or etc.) conflicts with my mod. You can test this for yourself by only enabling the terco variety mod , my terco variety patch and part 1&2 mods and see if that fixes the issue. If yes enable all of your previously used mods and try setting my mods at the bottom of your mod manager list and run the game again to see if the issue still exists (probably not anymore).
Jeredriq Aug 19, 2024 @ 10:26pm 
The Portuguese Tercos Unit Variety Mod doesnt work with this. Texture messes up especially with Tokugawa's daimyo after you start a game on the campaign map he looks like a pokemon. @RavenBuster
Toxic_Valkyrie Jul 5, 2024 @ 7:20pm 
Is this mod comaptible with Jaki units mod?
Frootie Tootie May 9, 2024 @ 6:47am 
I'm coming back to this mod after about a year. Has much balancing/unit changes happened since? When I used it before it felt like a few units were too strong.
RavenBuster  [author] Apr 9, 2024 @ 11:33am 
The reason why they are implemented as FoTS units is simply due to sound system limitations or to be precise unit voiceover. Any portuguese unit will always be silent/mute because voice lines are somehow linked to their unit description and this seems to malfunction/won't work for any unit with CA's "Portuguese Tercos" description besides the unit itself. Since the FoTS unit called "Royal Marines" has the same voice actor and nearly identical voicelines (100% identical when also using my "Portuguese units voice workaround" mod) and more crucially the voice to unit description thing doesn't break for new units, it's quite logical to use them instead hence the reason FoTS requirenment.

TLDR:
The sound & unit voice system in Shogun 2 is quite the mess and any none FoTS coded portuguese units will always be silent.
Benck Apr 8, 2024 @ 9:39pm 
Any idea on making the Otomo units not reliant on having FoTS? doesn't seem to be a necessity on the original weierstrass mod.

I didn't notice CA had made FoTS a standalone thing... feeling a bit irky about getting it.
RavenBuster  [author] Apr 6, 2024 @ 10:59am 
Someone reported a similar issue a few days ago and the conclusion was that they used another mod which overwrites mine. It's probably the same thing in your case.

Here's a copy of my comment with a small test guide on what to do (pref. use custom battle for this):

1) finding any affected unit (preferably any common/available to all clans like Katana/Yari/Naginata samurai unit and not a clan-unique unit) when all of your usual mods are loaded.

2) Then disable all mods except of my Part 1&2 mods and then launch the game again and check if said unit still is missing their sashimono.

If the issue is fixed then you have a load order issue and some mod overwrites mine. Try setting my Part 1 mod as the top/number 1 mod in the mod list and check if the issue is fixed. Be warned doing this might cause further issues with the conflicting mod, parts of it or none at all and thus you might need to manually merge mods.
samuraishogun994 Apr 6, 2024 @ 7:18am 
Am I the only one annoyed that some units don't have banners on their backs even when I activated and de activated the mod
MaseyMase Apr 2, 2024 @ 6:10am 
I scrolled up after making the comment and realised theres a part two. Sorry for wasting your time man, I'll try it out
RavenBuster  [author] Apr 1, 2024 @ 10:34pm 
Are you sure that you also enabled the part 2 mod containing all unit & armor models?
Without these the game defaults to generic samurai models probably to avoid game issues or crashes.
MaseyMase Apr 1, 2024 @ 8:17pm 
Hi, should the militia units look like samurai units? I've used a few of the archer militia units, and they are armoured like bow samurai. I expected them to look like peasants in robes, such as in the unit card. Is this a bug?
RavenBuster  [author] Mar 27, 2024 @ 10:31pm 
Better thank Engineer Weierstrass (aka. Master Of Strategy/MoS author) for everything you just mentioned since he did all of that work and not me. He was kind enough to allow me to use his original MoSS unit port as a template and 99% of visual stuff like units, armor, unit cards, etc. were left "as is". All I really did was changing unit stats, adding a few units + self-made unit cards based on Weier's original ones and also make slight adjustments & fixes so the mod fits into the base game while trying not to remove to much of the original mod.
True Sentinel Mar 27, 2024 @ 7:41pm 
This is amazing. I can see how much love went into making this.
Like I was wondering - what is the difference between a veteran and a regular ashigaru? Surely it is not equipment. And then you notice the faces. Veterans, have faces of veterans.
Same with bulletproof samurai, with face armor, overall lots of nice touches, I played a bit with uint making in the past adding various ronin units, and unarmored samurai retainers/militia and more variety to ninja units like you did, but you did it 100x better and adjusted not just clothing/weapon combos but also selected which armor types and face types are allowed for each unity type, this gives the needed variety to this game! I was looking for something like this for a long time!
Tom.025 Mar 21, 2024 @ 11:57am 
Thays why I never found it ! Thanks you I found it now :KneelingBow:
RavenBuster  [author] Mar 21, 2024 @ 10:21am 
The (main mod) filename is "Weierstrass_Units_for_vanilla_v1.0.pack" and should be found in "...\Steam\steamapps\workshop\content\34330\1878707871" and not in "...\Steam\steamapps\common\Total War SHOGUN 2\data" anymore due to the mod manager update a while ago.
Tom.025 Mar 21, 2024 @ 6:28am 
It is weird I dont find the data files where the ""db/building_units_allowed_tables" is.
What is the name of the data pack ? (I'm currently in Weirstras_units_for_vanilla_v1.0_garrsion.pack).

Thanks for the infos ! I just did a few turn with Hojo I will start over :crashthumbsup:
RavenBuster  [author] Mar 20, 2024 @ 8:54pm 
To edit any unit recruitment go to "db/building_units_allowed_tables", open the table there and then delete all entries/rows starting with either "aaap_..." or "aav_..." in the "unit" column.

However be warned that removing anything mid campaign will generally cause crashes or issues when loading an existing savegame, hence you might need to start a new campaign!
Tom.025 Mar 20, 2024 @ 6:12pm 
Hello,
I wanted to play some shogun 2 and wanted to try your mod.
I do have a question, how can I "supress" some units the mod offers ?
Basically I'm not a huge fan of veteran katana / naginata warriors, it makes experience less important, love all the rest.
What should I do in order to disallow their recruitment ?
Thanks !
RavenBuster  [author] Feb 17, 2024 @ 1:03pm 
I thought of doing that but decided against it. Some reasons for this:

1) Steam Workshop had a file size restriction when I uploaded my mods
(not sure if the mod manager update changed that but I'm out of actively modding Shogun 2 besides doing bugfixes anyway) .

2) I assumed that most mod users are simply here for the new units without any extra or fancy changes on top of it. Thus I tried to keep my mods as simple & modular as possible so users can decided on what they like and it also makes modding and troubleshooting easier.
RavenBuster  [author] Feb 10, 2024 @ 11:13am 
Probably not, unless your unit size mod specifally says so otherwise.
Duke Sir Snow Onii Nuggutus I Feb 8, 2024 @ 7:28am 
do double unit size affect these units ? :steamhappy:
RavenBuster  [author] Jan 30, 2024 @ 7:45pm 
Just updated the mod and the missing/wrong stat buffs for Terco units from the blacksmith province speciality should now apply regardless of building level/tier but I kindly ask someone to confirm this (Thanks @Symbol). I also replaced all of my custom matchlock missile entries with existing vanilla one's so any mod that changes matchlock stats will now also effect all of my gunpowder units (thanks @V.A.L. Commorby)
RavenBuster  [author] Jan 29, 2024 @ 9:19pm 
@Symbol
Yeah, it's probably an oversight somewhere in the stat bonus system and I'm going to fix it by tomorrow alongside checking & replacing currently used custom missile with vanilla one to increase mod compatibility (see V.A.L. Commorby's comment)
Symbol Jan 28, 2024 @ 6:57pm 
Hey Raven!

Currently running through an Otomo campaign, having set my Nanban Quarter at the Shimazu province with a blacksmith/port. The 2nd level bonus applies to the matchlock Portuguese Tercos/musketeers, but doesn't apply to the Pikemen/Hero/Blunderbuss. However, third level blacksmith does apply the bonus to these units, as it would to any/all units in a province.

Probably an oversight? Any way this can be changed?
RavenBuster  [author] Jan 17, 2024 @ 12:06pm 
@V.A.L. Commorby
Technically it's not a bug. DarthMod seems to edit base/CA missiles while Portuguese Musketeers use a custom missile hence the discrepancy in range due to DarthMod obviously not knowing about my custom missile.
V.A.L. Commorby Jan 14, 2024 @ 11:47am 
May be a bug for DarthMod users, but Portuguese Musketeers have 125 range, and every other musket unit have 200.
Nev19 Jan 2, 2024 @ 4:18am 
i hava an issiue my yari ashigaru are replaced with katana ashigaru
Don Koala Dec 10, 2023 @ 8:24pm 
Or more like a better description on what units could be affected is whatever garrison the nanban quarters give via the mod. Because I also crash when I only had garrison only
Don Koala Dec 10, 2023 @ 7:25pm 
Hello! I got a problem when loading into a battle with the otomo units like the conquerer hero/musketeer. When the battle loading screen pops up with the preview of the map, the audio cuts out abit then CTDs. Pretty sure its the portugeuese units and I'm pretty sure I installed it as instructed in the load order that was mentioned in your variety mod. Other units like the town guards etc work tho so I'm pre sure it's the Otomo units related
RavenBuster  [author] Dec 8, 2023 @ 1:14pm 
@Rubyeye
Based on Yarkis de Bodemloze (author of "Yarki's Reduced AI Cheating" mod) twcenter post and my observations, the entire "db/cdir_desire_priorities_tables" consist of cheats/helpers for the AI. The native AI in general lacks a good strategy for building, recruitment and army composition, thus needs these cheats to be somewhat competetive with the player. Personally I recommend using any "improved AI" mod but be aware that you might need to disable these cheats then.

@Anime Jones
Sadly there isn't any but in general most units are recruited similar to their native S2 or DLC counterparts. Only "Veteran" might be a bit confusing since they all require the "encampment" or their upgrades. The "Ikki Ikko Nagamaki Ronin" is basically the Ikko Ikki version of the Nodachi Samurai just with a different name/weapon, same applies to all other Nagamaki units.
Rubyeye Dec 7, 2023 @ 2:40pm 
If you know what CDIR_DESIRE_UNIT_UPGRADER_ARMY means, please let me know
Anime Jones Dec 7, 2023 @ 4:35am 
Is there guide for unit recruitment requirements? I am looking for the Ikko Ikki Armored Nodachi units
RavenBuster  [author] Nov 28, 2023 @ 5:34pm 
How to fix guide:

1) open my mod and go to "animations/animation_tables/animation_tables.txt".

2) Find the entries starting with "animation_table shogun_man_donderbuss" & "animation_table shogun_man_carbine_yari" within there.

3) These line need to be copied to the conflicting mod, now called "conflicting source mod"
so go search for any of your mods with a "animation_tables.txt".

4) Copy & paste the code above the horse animation section in your "conflicting source mod" . Now be warned, DON'T HIT SAVE !!!

5) You want to save your modifications as a NEW mode with a DIFFERENT filename because else updates to the "conflicting source mod" will erase your changes.

6) Disable the "conflicting source mod" and enable your modfied version and check if the game still crashes.

Due to Steam's charactrer limit I can't go into any details. If something is unclear consider adding me as a friend on steam.
RavenBuster  [author] Nov 28, 2023 @ 5:07pm 
@Viper
To be clear, I only have an idea/can guess what might be wrong but no guarantees. Since you specifically mentioned the "Otomo Conqueror Hero", I would assume that either their unique animation is missing / get's overwritten by one of your mods. Same issue probably also applies to the "Mori Blunderbuss Wako".
Viper Nov 28, 2023 @ 12:58pm 
@RavenBuster, yes I used mods, I know how to use PFM. Where do I have to look in these mods to fix?
RavenBuster  [author] Nov 26, 2023 @ 4:33pm 
I couldn't replicate your issue so here's the standart question, do you use any additional mods?

-if yes then do this:
1) disable ALL other mods except my Parts 1 & 2 mods
2) try getting into a custom battle with the Otomo Conqueror Hero and see if it still crashes.
3)If it doesn't crash anymore then congrats, you have a mod conflict and will need resolve it yourself by learning how to mod Shogun 2/Total War games. I can give you a few hints/ideas what the problem could be but don't expect a full step by step guide from me. There are enough guides for that in the internet.

-else do this:
1)try resubbing to the mod or delete the .pack file found in Mastercrazybird's mentioned path
(Steam/steamapps/workshop/content/34330/187870871) so the game is forced to redownload the mod.
Viper Nov 25, 2023 @ 9:35pm 
Otomo Conqueror Hero crashes
Mastercrazybird Nov 24, 2023 @ 8:28pm 
@Ravenbuster found the elusive pack file in the workshop folder at Steam/steamapps/workshop/content/34330/187870871. Thanks for the pointer