Total War: SHOGUN 2

Total War: SHOGUN 2

Weierstrass Garrison Units for Vanilla (optional)
58 Comments
Christian 10 hours ago 
I also Noticed that the Ikko-Ikki dont have access to Warrior Nuns and Yari Sohei,. That the Ikko-Ikki dont have Warrioe nuns is probably from the Base game. Yet they should also have the Yari Sohei as the other factions because of the mods so i think thats a bug or not implementet.
RavenBuster  [author] Dec 3 @ 3:20pm 
At least for now, you still need the Part 2 mod since it contains unit models & textures. However, I might put the models directly into my mods themself and remove the Part 2 mod if the file size limit for S2 mods allows for it.
Christian Dec 2 @ 1:21am 
When i use either the Rebalance mod or the Part 1 Mod do i still need Part 2?
And i always want Quality Products if RL takes time its only resonalbe real life, mental health and all should always be someones first priority and since i like the Mods and use them non stop i think it doesn't matter if it takes long or not the product will be good and become even better over time. <3
RavenBuster  [author] Dec 1 @ 1:26pm 
The rebalance version is already released as a seperate mod and is meant as an alternative to the Part 1 mod (meaning using either one, not both at the same time!), which stays as close as possible to unmodded S2 for gameplay & mod compatibility reasons. Be aware that the mod is quite rough, partially because I never actually could implement all the changes I wanted to since S2 has a lot of hardcoded areas. I hope to release the new update between christmans and new year, but no promises since RL takes up most of my time currently.
Christian Nov 30 @ 4:13am 
Sounds like a interesting mod, will this be just an update to a mod or a complete new one. And do you have plan of when it will be released?
RavenBuster  [author] Nov 29 @ 1:13pm 
The unit size will just be reduced to 200 as any other ranged Ikko-Ikki Ashigaru. My rebalance mod does make matchlocks earlier available (Ashigaru only need the Heaven and Earth/+50% ammo tech) but also has more changes to Diplomacy, General Skill tree , etc. which might be not everyone's cup of tea.
Christian Nov 29 @ 8:33am 
Oh i dont mind them being bigger it makes them stronger and more rewarding considering it takes a looooooooooong time for a player to get the Matchlock tech.
RavenBuster  [author] Nov 29 @ 8:08am 
I just wanted to make it clear since other people might have the same question.
The unit size of the Veteran Ikko-Ikki Matchlock Ashigaru is indeed wrong (copy & paste issue) and will be corrected (alongside a few other typos, errors, etc.) in a future update that I'm already working on. However RL things take up most of my time so progress is really slow.
Christian Nov 29 @ 6:35am 
Yes i noticed that, but this is more of a joke question.
The Ikko-Ikki faction gets a bonus on Ashigaru Units via increasing their size, so Matchlook Ashigaru are quite strong for various reasons. So i got interested in, if the Ikko-Ikki also get bigger Units of them, yes the default Ikko-Ikki Ashigaru units having 200 instead of 160. All fair all good.
BUT WHO GAVE THE VETERAN IKKO-IKKI MATCHLOKS A UNIT SIZE OF 240, they got 40 more men than the normal matchlocks and they have better stats. Somone smoked there.

But thanks for the explanation :steamthumbsup:
RavenBuster  [author] Nov 28 @ 1:00pm 
1) Depending on how you see it it's either a UI or engine bug. Long story short, the Ikko Ikki get Samurai Retainers like everybody else but the UI doesn't reflect that. The reason is simple, any Religion restriction (and probably most other restrictions) don't work for garrison units for some reason. I don't know why that is but my guess is that all garrison units are spawned via scripts which don't care about assigned restriction. Hence why I only assigned generic units to buildings available to all clans.

2) They should have Veteran Ashigaru and some clan exclusive units (e.g. new Ronin like Naginata and Nagamaki/Nodachi Ronin, a Ronin hero units, etc.) but most of the bushido tree is quite barren due to them generally lacking any samurai units including heroes by default. They compensate that with better warrior monks.
Christian Nov 28 @ 5:23am 
I have two questions.
First playing as Ikko-Ikki going through my buildings in a settlement i see Ashigaru defender Garrison units, however no ronin defenders. I counted from the buildings 11 Ashigaru defenders yet it displayed much more on the map (havent been in a defence siege battle yet).
So is it a graphical bug in the UI that ronin defenders arent shown?

Second going through the tech tree as Ikko-Ikki i see that there arent Veteran units and the faction lacks a bit of units to unlock for example there are no hero units.
Is this also just a bug or are the units for the Ikko-Ikki just that limited?
RavenBuster  [author] Oct 11 @ 4:50am 
Adding this mod during a playthrough should work without any issues but disabling might cause issues (i.e. don't disable the mod when besieging or getting besieged since that probably causes a crash) but it's generally recommend to never disabling mods midgame unless you have backup savefile from before enabling the mod(s).
Der Preußen Mann Oct 10 @ 9:40pm 
Will there be any problems if I add this in the middle of a playthrough?
RavenBuster  [author] Jul 23 @ 11:00am 
Thank you for the kind words. This mod is also entirely optional and as reported by ME!ME!ME! can be used even without the Part1+2 mods to some degree. All added units were in the orginal MoSS to base S2 port by Engineer Weierstrass (MoSS dev who also was kind enough to let me use his work), but I decided to seperate them since garrison units are really utilized in Shogun 2.
Oojax Jul 23 @ 5:47am 
Thank you for all your hard work with these mods, they really bring new life to the game. I was just wondering if this mod in particular is required, for the unit pack to work, or if it was optional like the Tercos one.
RavenBuster  [author] Mar 14 @ 4:35am 
Well large parts of this mod are standalone. However some garrison units (e.g. Portuguese units or Nagamaki units) actually require [Part 1] + [Part 2], since they rely on them for data, model or equipment files. Without them the game might cause issues (i.e. crashes, units looking weird or are invisible, etc.).
ME!ME!ME! Mar 13 @ 1:30pm 
This work alone without the required items : Weierstrass Units for Vanilla [Part 1] and Weierstrass unit models for Vanilla [Part 2]. Is it normal? Anything that does not get added if so?
RavenBuster  [author] Aug 11, 2024 @ 4:57am 
@popcs18(TW)
I tried to include clan-specific units, but I faced quite an issue. All garrison units will spawn regardless of any clan or religion restrictions, unlike field/normal units. Hence the generic (same for all clans) unit set. Getting clan-specific units to work correctly would require overhauling the building system, which is probably not worth the time and effort.
popcs18(TW) Aug 10, 2024 @ 6:24pm 
Thanks bro ~ I would like to ask if it possible to increase takede fire cavalry , PLEASE~~~~~~Because you added other cavalry cause takede fire cavalry Unlike the elite troops. Are there can be donate~
salvador242 Apr 26, 2024 @ 10:44am 
Thanks for the help and advice, I'll be sure to bear this in mind for the future!
RavenBuster  [author] Apr 26, 2024 @ 10:02am 
I might have found the issue. Both ES units and my mod both have a file named nearly the same (on lowercase and one uppercase) and thus are causing a mod conflict regarding naming some units. It's generally a good idea to disable FoTS mods when playing standart S2 and vice versa since it will prevent conflicts and issues.
salvador242 Apr 26, 2024 @ 7:04am 
Found the issue! It seems to be some kind of incompatibility between this and FOTS Unit Pack (Vanilla) by EvilSpleen1213: https://steamcommunity.com/sharedfiles/filedetails/?id=248494510

I went through my mod list one by one, when these 2 mods are activated together, the issue presents itself.
RavenBuster  [author] Apr 26, 2024 @ 6:22am 
That certainly is quite the issue. Does the issue persist even if you disable my mod(s) or start a new campaign with only my mods? The only UI changes this mod does compared to base S2 is adding a few units under the "Defending Samurai Retainer" tab when hovering over buidlings. Hence I sadly can't really imagine nor really replicate your issue. Just to be sure but is your game language set to english? It's a universal requirenment for all mods unless they state so otherwise (i.e. translation patches/mods).
salvador242 Apr 25, 2024 @ 5:08am 
When you hover over a building that applies the new garrison units, the UI on the left becomes transparent and moved to the top of the screen. There lots of missing text and UI as well, you can't see the building details or the garrison that you'll get. The only garrison mod I've found that doesn't do this is this one: https://steamcommunity.com/sharedfiles/filedetails/?id=113631830

I don't have any experience with mod tools for S2, but would be willing to give it a go if you have any ideas on how to fix it.
RavenBuster  [author] Apr 25, 2024 @ 2:30am 
What exactly is the issue with the UI? Is it that to many units on the building window cause some weird UI or unit display issues/glitches? Since most of the UI stuff is done automatically by the game and not by me, I can't really do that much. If you could use PFM,RPFM or any other mod tool for S2 I might have a solution for you.
salvador242 Apr 24, 2024 @ 8:10am 
Is there a way to fix the UI on Castles when using garrison mods? I really like the idea and implementation, but it really messes up the UI on a lot of buildings.
RavenBuster  [author] Feb 12, 2024 @ 10:04am 
Well thank you for reporting & testing the issue. I just updated the main mod and the issue should be fixed now for everyone else. If not please feel free to comment.
Lykourgian Feb 11, 2024 @ 4:57pm 
Okay so have rectified the mortar issue, it was indeed that
Lykourgian Feb 11, 2024 @ 3:12pm 
Update: Deleted all entries except the veteran Sam ones in cdir_unit_qualities and the bug was fixed! Gonna try and see what this mortar typo is about and if that fixes it
Lykourgian Feb 11, 2024 @ 10:23am 
Nope, playing as the Takeda. The rebellions I originally was getting a notification for but not seeing an army spawn were near the Date home province (away from PC, sorry can’t remember what they’re called) and since testing it’s been in Kai and one of the shinano provinces (again I think south?) So it seems unlikely. Are there Hand Mortars Samurai I didn’t know about or are those the Hojo Fire Rocket Samurai you’re referring to?
RavenBuster  [author] Feb 11, 2024 @ 5:40am 
It's fine posting it here since were already at it anyway. I just double-checked "cdir_unit_qualities" and found a small typo/mistake regarding the Hojo Hand Mortars Samurai. Do you play either as the Hojo or incite a rebellion in their cities? If yes, then I guess might have found the reason for the no rebels bug.
Lykourgian Feb 11, 2024 @ 4:57am 
I deleted “cdir_unit_qualitoes” from “Weristrass Units for Vanilla Part 1” mod. Apologies I should really move this over to commenting on that one, I think it’s clear it isn’t this mod that’s the issue. Anywho I’m going to go through and add back units one by one and see which one is the issue specifically!
RavenBuster  [author] Feb 11, 2024 @ 4:31am 
Just to be clear, did you delete the "cdir_unit_qualities" tables from on of my mods (if so which one?) or from another mod you use? Regarding "cdir_unit_qualities" it's there to tell the AI how good a unit is compared to other units of the same class. The game uses these values for recruitment and army structuring and as you said it probably means that the AI is either less likely to use these units or not using them at all.
Lykourgian Feb 11, 2024 @ 3:42am 
Thank you for the response! I have subsequently trawled through the comments on your main mod and saw that the issue in the past was caused by “cdir_unit_qualities” (I think that’s what it’s called anyway). I then deleted that file from the mod and tested it, the rebels subsequently spawned. Are there likely to be any consequences of doing this in game? I presume it’ll mean the AI will be less likely to/won’t recruit your units at all?
RavenBuster  [author] Feb 10, 2024 @ 11:25am 
After some testing I didn't seem to have any issues regarding not spawning rebels (tested with a new Otomo campaign on easy difficulty on multiple cities nearby). If you want to rule out my mods try running the game with only my 3 necessary mods and do exact same as me above. When the rebels do spawn then another one of your used mods causes the issue and can't really help you that much besides giving you a few hints in case you do know/want to fix the issue yourself with and TW modding tool.
RavenBuster  [author] Feb 10, 2024 @ 4:33am 
That's quite possible, at least the main (Part 1) mod had this issue in the past so I can't rule it out. I'm gonna double-check and test if my mod causes the issue.
Lykourgian Feb 10, 2024 @ 3:20am 
Is it possible this mod is causing a bug with rebel armies not spawning? I am experiencing this problem myself with UIM and have seen some reddit posts talking about such an issue with unit mods
RavenBuster  [author] Nov 29, 2023 @ 11:45am 
Nope, not really. I actually forgot that this building even exists because I would never ever build it in my campaigns because it's that bad.
leon2356 Nov 28, 2023 @ 2:23pm 
Any ideas to add a garrison to the "leased land" building?
RavenBuster  [author] Sep 23, 2023 @ 1:41pm 
All of my units spawn via siege defense and that's the only (intended) way to get them.
Correct me if I'm wrong, but I would assume that one of your mods might allows their recruitment?
Be aware that other mods (e.g Jaki's Unique Factions) might have similar looking retainer units with the same unit cards as my units (I didn't make them and just used the one's found in my source file)
gunningminer69 Sep 23, 2023 @ 8:52am 
so um... are you apsost to be able to recruit retainers?
RavenBuster  [author] Feb 6, 2023 @ 2:05pm 
Can you trace the issue back to a certain unit/unit type or used weapon?
Without that info I can't really do anything.
I did playtest nearly all of my mods but never had a crash in battle but I also don't watch units up close for too long.
If applicable you might want to disable all other mods to reduce unintended side effects and try to see of the issue resolves itself that way.
Doujin-San Feb 6, 2023 @ 8:14am 
everytime I do a manual battle and I zoom into the fight with modded troops sometimes the game will be fine, but sometimes the game will crash is there a way to fix this?
RavenBuster  [author] Dec 14, 2022 @ 4:49am 
@TheBoldest
Sorry for the late reply. The game is hardcoded to only spawn units up to the max army size of 20 units. This means that you might have to move your normal units outside the castle on the campaign map so more garrison troops can spawn. There is an internal priority system and it prioritises stronger units (Spawn order: Hero -> Warrior Monks -> Samurai -> Ashigaru -> Militia).
Hoonting Richard Dec 2, 2022 @ 8:08am 
I ender gaining 26 Garrison Units. Is there a priority on which will be used in siege?
AnzacWarspite Aug 10, 2022 @ 5:31pm 
Okay, thank you for the help
RavenBuster  [author] Aug 10, 2022 @ 5:49am 
It might work with UIM but since my Weierstrass Units for Vanilla [Part 1] and UIM probably edit the same file entries, there will be issues.
AnzacWarspite Aug 10, 2022 @ 5:18am 
Hi, does this work with the Ultimate immersive mod by Takeda Shingen?
awqsed10 Jun 12, 2022 @ 11:43pm 
thanks for the response. I've just reinstall all mod and the problem fixed. TY
RavenBuster  [author] Jun 12, 2022 @ 6:07am 
I assume that the unit names don't appear at all? Here are some hints / suggestions that might help.
1)Make sure that the game language is set to english. Unit names won't show at all / correctly if a language other then english is used.
2)Try to reinstall the mod. Delete the "Weierstrass_Units_for_vanilla_v1.0_garrison.pack" file found in your shogun 2 folder or unsub mod -> start S2 till mod manager -> exit & resub mod. Both ways will prompt the game to redownload the mod.
3)As a last resort: launch the game with only the models, main and garrison mod so it's clear that other mods don't cause issues / side effects. Start a new campaign as Shimazu. Hover over the Sword school and see if shown garrison units are now named.