Total War: WARHAMMER II

Total War: WARHAMMER II

Lily's Bretonnia Overhaul + Unit Pack: SFO Standalone Mod
311 Comments
=[NK]= Col. Jack O'Neil Jun 25, 2024 @ 12:49pm 
Sorry I don't seem to have any file for this.
Jon Jun 25, 2024 @ 10:37am 
@=[NK]= Col. Jack O'Neil

Please post that updated packfile for this thank you!
SlowRule Jun 7, 2023 @ 3:53pm 
hermit knights are overpowered
Mekal Feb 15, 2023 @ 11:20pm 
recently did a boris todbringer run and though wow this is great someing different but holy shit doing a Parrravon "RP" run is prob the most fun ive had in this game
Mekal Feb 15, 2023 @ 11:17pm 
just got around to playing bretonnia again and man thank you every time i play this faction its so much fun because of you thank you again
NeoKorp Dec 23, 2022 @ 1:06am 
I hope update will come soon >,<
†D♀mina Trix† Sep 15, 2022 @ 7:41am 
@Lily
Additional feedback I didn't mention last time completely because I added it myself and forgot I did.

Basically Repanse faction (wh2_dlc14_brt_chevaliers_de_lyonesse) for many ways inherit most of stuff from wh_main_brt BUT not custom units.

So Repanse in particular while Fey and others get units don't get stuff unless you add all the units to "units_to_exclusive_faction_permissions" at least for SFO.

You get all old world factions with those units and Repanse with NOTHING.
I don't know which should be faction exclusives so I just added all units I found in the mod to "wh2_dlc14_brt_chevaliers_de_lyonesse" and now I can hire them

Hope this will help with update.

Cheers ^^
†D♀mina Trix† Sep 11, 2022 @ 10:28am 
@Lily
No worries. I didn't think you've forgotten. I just decided to share my findings because I'm playing Bretonnia rn. so might as well help with the mod right? ^^

What little problems it had I fixed for myself so I'm not complaining.

Overall I love the mod.
Actually having non peasant infantry that can fight is a nice change for Bretonnia. With SFO buffs to infantry health, extreme upkeep and caps it's actually needed to have variety of different units.

Your mod is even better for SFO than for vanilla. Because in vanilla nothing will make me not to go full cav spam as Bretonnia (especially playing as Repanse.). But in SFO I have to. At least on a Legendary difficulty that I'm playing. So these units are actually useful.

As to WH3 I'm waiting for great overhaul mods to be polished to play that. Going to vanilla WH3 made me bored in one week. WH2 with SFO and great mods like this one is much better for now, at least for me.
Zaylidin  [author] Sep 11, 2022 @ 9:57am 
awesome thanks, I have to reinstalled WH2 to upload changes annoyingly, I promise I haven't forgotten about this I just have my focus on making mods for WH3 at the moment
†D♀mina Trix† Sep 11, 2022 @ 9:56am 
4) I added Expendable and reduced price of Heavyshot archer (by 100) to put it in line with SFO additional units submod. It really needs expendable because it gets killed as fast as other peasants.

5) After making num_mount = num_men between land and main units tables I didn't have any weird things with going on sea anymore.

No further problems found so far.
Cheers ^^
†D♀mina Trix† Sep 11, 2022 @ 9:56am 
I further checked everything while playing.

1) Ammo problem was indeed solved by adding 4-7 ammo to units that had less ammo than SFO counterparts. Also increased charge of all inf according to SFO.

2) Upkeep problem was indeed solved by just increasing numbers in main_units table

3) Splash problem on Pegasus knights is not this mod bug, it's just makes it more obvious because this mod actually solves splash problem with Hypo knights and Royal pegasus knights by just increasing weapon length and number of attacks but regular Pegasus knights still have 1 length and 2 attacks so it feels like it's not working but it does it's just... bad. I increased length for myself and splash seems to be working fine. But again that is CA problem not this mod or SFO.
Zaylidin  [author] Sep 8, 2022 @ 8:28am 
I appreciate that †D♀mina Trix†, I try my best to be kind an understanding to everyone except the most egregious individuals. I wont say too much regarding venris as I don't like drama, especially within this community, but I'm not trying to defend his actions either, after all I ain't his mother :P

@=[NK]= Col. Jack O'Neil
That's fine, wasn't trying to sound like you did anything wrong. I know you are helping the community :luv:
=[NK]= Col. Jack O'Neil Sep 8, 2022 @ 8:18am 
I understand he's busy and didn't owe them community or me anything :)
†D♀mina Trix† Sep 8, 2022 @ 8:15am 
I get that he is great mod maker and SFO is amazing. Maybe he is too swamped by messages and idiots. We get that. But constantly being against submods and sometimes even having conflicts with people who tries to make those. Nothing justifies that, imo.

But at least we have pleasant modmakers like Lily who take the time to answer to randoms like me years after game was released. Cheers ^^
†D♀mina Trix† Sep 8, 2022 @ 8:09am 
I read in every other submod to SFO that veneris is behaving weirdly and sometimes even don't want those submods posted, some even taken down. Not even gonna talk about patreon.

I can tell you my findings from making submods for mods I made for my own use:

Recruitment and upkeep cost are roughly multiplied by 2.1 so I just double those for myself.

Custom battle cost seems to be reduced to similar vanilla units based on total stat value.
I personally just find SFO unit with similar stats and increase or decrease by like a 100.

All melee attack seems to be increased roughly by 20%. Cav charge bonuses are increased from 50% melee to 100% shock. Charge bonuses of infantry increased up to 100% more. There are pretty much no units with 5-10 charge like in vanilla. For elite infantry you are looking at 20-30.

Heavy shot bow unit is overpriced, has anti infantry melee bonus for some reason and missing "expendable" in a table that assigns passives to units.
Zaylidin  [author] Sep 8, 2022 @ 7:48am 
Venris probably deals with 10 times more messages a day than I do and even I somehow don't know how to cope with it haha. I cant fault him for that.
=[NK]= Col. Jack O'Neil Sep 8, 2022 @ 7:33am 
I actually posted on discord asking veneris more about how to balanced according to Thier vision, but they just ignored it twice. He did make a post saying he doesn't have much time but will prioritise patreon, but I dislike that mentality when I'm trying to help balance submods for the benefit of everyone
†D♀mina Trix† Sep 8, 2022 @ 7:04am 
Thanks for continued support of this great mod ^^

Couple of final things:
1)Units stats per cost for non SFO tables is not quite there. SFO buffed melee attack of vanilla stuff so those would be cheaper and better if you just increase upkeep/cost to SFO standard.

2) Bonus HP column of non SFO table units. SFO also made everything very fat. Needs checking but maybe it's authors vision to make those units less fat? Idk. Feels like less HP than similar "vanilla" SFO cav. Even so it's not vanilla anymore if it it's SFO, idk. Between your vision and SFO authors vision what do I know? XD

It's just when I increased costs for myself using SFO formula now this mod units are worse for cost. But if cost the same then this mod's units are OP. Doesn't help that some units are already buffed properly for SFO and some not. And some partially. I'm lost.

Anyways now I will stop rambling and let actual modders look at this stuff...

Best wishes ^^
Zaylidin  [author] Sep 8, 2022 @ 6:50am 
You are helping, I just dont play SFO and so I need a lot of feedback to get this into a better shape :luv:
†D♀mina Trix† Sep 8, 2022 @ 6:46am 
No problems. There are generally lots of problems with cost/upkeep cost/custom battle/mp cost of units compared to SFO units. Overall all main units tables need checking I'm afraid.
Also found additional problems between land units tables and main units tables.
First of all not all units got charge bonuses from SFO (cav should have much higher charge bonus, average bad cav from SFO has like 60-70 charge bonus).
Second of all someone completely missed num men and num mounts columns in those two tables I think and because I don't know what is authors idea about how many men/mounts it should be I can't even fix it for myself (unlike easy ammo problem.)
Example argent cav has less num mounts than num men so which is it 75 or 60 should be unit size?
I hope it doesn't sound like I'm complaining. It's great mod and good job porting it to SFO.
I'm just looking to help a bit and make it perfect like it deserves to be.
Cheers ^^
Zaylidin  [author] Sep 8, 2022 @ 6:31am 
Thank you for checking @†D♀mina Trix†
I'll see if its possible for me to upload an update despite not having the game installed.
†D♀mina Trix† Sep 8, 2022 @ 5:58am 
From what I checked:
1) Ammunition is low not because of tech but because some units in tables that don't start with "SFO_" have less ammunition. My guess they were not properly adjusted to SFO in terms of ammunition amounts compared to vanilla units of similar quality. Easy fix is just add like 9-11 to all of those.
2) Pegasus unit lance weapon doesn't have AOE (it has 1 in amount of units it attacks).
Idk if this is this mod balance change or SFO balance change or a mistake.
3) Some units upkeep is not buffed to SFO level, I don't think it's because of vows. I think they just not increased to SFO insane upkeep cost. Again there are tables without "SFO" in them in main unit tables that have vanilla upkeep values.
Cheers ^^
Zaylidin  [author] Sep 4, 2022 @ 4:35pm 
nice idea, thanks as always for your contributions :yata:
=[NK]= Col. Jack O'Neil Sep 4, 2022 @ 4:28pm 
Ok, I might just post a Dropbox link here and people can overwrite the packfile after I double check the stuff that Rushian reported :)
Zaylidin  [author] Sep 4, 2022 @ 4:26pm 
I dont have it installed :(
:luv:
=[NK]= Col. Jack O'Neil Sep 4, 2022 @ 4:25pm 
Do you still have tww2 installed to push an update if I update the packfile?
Zaylidin  [author] Sep 4, 2022 @ 12:48pm 
Hey Rushian thanks for the feedback, im not working on any TWW2 project anymore given that TWW3 has all of my attention, but I respect that you gave me the feedback I think I needed to hear years ago. I was sloppier with this mod than I would have like simply because I had no passion for it really. I was asked to make an SFO compatible version of my overhaul, which was a huge undertaking, and I dont use SFO so I didnt really know exactly what was different and what that would mean for the project.

I'm glad you liked it despite some of these glaring flaws! :luv:
Rushian Sep 4, 2022 @ 12:44pm 
Great mod. Some notes on what I saw:
Some of the units don't seem to get tech/general boosts. This seems to be most notable on the archer units that only have 2/3 of the ammo of the base archer units, for fairly negligible stat boosts (so I'm assuming this isn't a balance choice). Some of the pegasus units also don't seem to get AoE attacks, although it's hard to tell without a note on the card (Not sure if this one was a balance choice). The knight units also seem to be disconnected from the knight upkeep cost system. Mounted knights of these new units were costing 200 gold on a lord with no completed vows while vanilla units were over 500.
Zaylidin  [author] Sep 3, 2022 @ 4:16am 
That is a good idea Banzai Guns, I had never thought about the difference :steamthumbsup:
Banzai Guns Sep 2, 2022 @ 7:09pm 
Hi Lily.
Do you think you can change the mod title from "Submod" to "Stand Alone"?
When trouble shooting in KMM it's hard to remember all the mods that are actually stand alone for SFO and which require original mod.
Dramn Jul 19, 2022 @ 10:40pm 
Can we get an RoR Royal Hippogryph Knights :(

I need them to live again ;(
Gleen Cross Jul 18, 2022 @ 4:02am 
Nice to see this mod coming back, I will give it a try =)
Zaylidin  [author] Jul 11, 2022 @ 4:12pm 
You're welcome :luv: And thank you for letting me know!
Saber Jul 11, 2022 @ 2:00pm 
Its working great, along with SFO and about 65 other mods, I'm not finding any issues so far- I'm about 50 turns in. I really like your tweaks to Bretonnia, thanks again Lily.
Zaylidin  [author] Jul 10, 2022 @ 10:54am 
I hope its still in working order! And thank you very much, I appreciate it :luv:
Saber Jul 10, 2022 @ 10:41am 
*Gasp* Its updated! Thank you so much, I'm so psyched to play a sweet Bretonnia Campaign again!! You rock Lily
Zaylidin  [author] Jun 1, 2022 @ 3:49am 
Thought it might be, but thank you for keeping me in the know :steamthumbsup::luv:
Wyzilla May 31, 2022 @ 7:02pm 
I found the issue, it was steam. Bad download/corrupted data.
Wyzilla May 30, 2022 @ 4:37am 
it could be a mod conflict although I'm scratching my head as to what. Dukes of Bretonnia, the Errantry Wars Mod, Mixu's should all be compatible right?
Zaylidin  [author] May 30, 2022 @ 2:28am 
Not a problem im experiencing, you may want to validate your game files or update drivers. If I ever see it on my end ill see what I can do though.
Wyzilla May 29, 2022 @ 9:41pm 
I'd like to report some issue with textures I'm not sure what the source of is, some of the squire units have maill coifs with messed up textures.

https://cdn.discordapp.com/attachments/645776724214284297/980692263833329714/unknown.png
Zaylidin  [author] Mar 25, 2022 @ 10:11am 
Thank you! Many of them are outdated as they are simply unnecessary, such as the stand alone unit mods. It was too much work for me to keep them all updated. If you are playing with SFO this is the only one you need, and if you are playing without SFO then the Overhaul definitive edition OR the overhaul & unit pack definitive editions are the only ones you need. Other mods that aren't featured in those two such as the vow overhaul, climate overhaul and reskins for foot squires still work too.
TheHuntsman Mar 25, 2022 @ 6:15am 
hey Lily,

I love your mods. However sadly I have removed most of them because they appear outdated (not this mod in particular) according to my mod manager and I just want to stop my mod manager from crashing. I am not saying the crashing is caused by your mods, in fact I believe it 's more related to the mod manager being crappy. But I am just letting you know that a lot of your mods have a caution mark behind them (not all). Actually I wanted to send you a personal message not to spam your comments with this because it 's not relevant to this mod in particular, but I 'm a noob... My apologies :P All respect for making these awesome mods though, I think they look great!
Zaylidin  [author] Mar 24, 2022 @ 7:12pm 
You're welcome <3
Mekal Mar 24, 2022 @ 3:44pm 
thank you so much for this have been waiting to start a bretonnia campaign until this was updated
Zaylidin  [author] Mar 20, 2022 @ 7:40am 
Just an oversight on my part, thank you for mentioning it
SmithAoE Mar 20, 2022 @ 5:12am 
great mod! i noticed that the level 4 mill doesn't have the "-20% attrition when under siege" bonus that the level 3 mill has, not sure if that's intentional or i have some other mod doing it, just thought i should mention it
Zaylidin  [author] Mar 18, 2022 @ 5:42pm 
Yes
Gelato Mar 18, 2022 @ 3:39pm 
Will the units benefit from lord red line skill?
Zaylidin  [author] Mar 6, 2022 @ 5:32am 
I've been notified of this before, I'll check it again and make sure the fix is uploaded. Thanks for reminding me :8bitheart: