Total War: WARHAMMER II

Total War: WARHAMMER II

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The Green Knight, actual protector of Bretonnia
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Tags: mod, Campaign
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176.934 KB
27 Oct, 2017 @ 5:01am
14 Jul, 2021 @ 10:45am
19 Change Notes ( view )

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The Green Knight, actual protector of Bretonnia

Description
Last updated: 14th July 2021
Link to the Warhammer I version of this mod

Quick overview:
  • The Green Knight now protects Bretonnia's three legendary buildings as a garrison unit
  • The Green Knight (call-in and garrison version) gets stacking bonuses from certain Bretonnian buildings, the three Bretonnian quest artifacts, vows taken by Lords and 'Heraldry' technologies
  • High compatibility, even with garrison mods and mods that directly change the Green Knight's stats or similar (balance overhauls etc.)
  • Can be added to and removed from ongoing campaigns without major issues. See below.

Detailed overview:
The Green Knight is said to be the protector of Bretonnia's sacred sites.
So in the game, I expected him to manifest when Bretonnia's most hallowed places come under attack by enemies of the Lady.

This little mods adds him as a garrison unit to the three legendary Bretonnian buildings. It is completely independent of the amount of uses you have left and it doesn't cost you one of your precious three charges.

Sacred sites now protected by the Green Knight:
  1. The Abbey of the Grail Companions in Couronne
  2. Manann's Dry Docks in Bordeleaux (T5 upgrade level only)
  3. The Tower of the Enchantress in Castle Carcassonne

He is a high priority garrison unit and should the settlement already have 20 or more garrison units when the Green Knight is added to the settlement garrison, he will overwrite the currently least important unit within the garrison stack when a campaign map battle occurs. (Garrion unit priority sorting fixed by CA in the Rise of the Tomb Kings update.)

Green Knight Strength Mechanic
I've designed a new effect which makes the Green Knight stronger depending on the amount of stables and places of worship your faction owns and how well they are upgraded.
Bretonnian artifacts, Grail vows taken by Lords and 'Heraldry' research grant bonuses too.

It's called "Green Knight strength" ingame. This increases the Green Knight's stats by x.
Stacking stat bonuses per point of strength rating: x armour, x morale, x melee atk, x melee def, x% weapon strength and x% charge bonus.
Example for Green Knight strength = 10: 10 armour, 10 morale, 10 melee atk, 10 melee def, 10% weapon strength, 10% charge bonus
  • All three legendary Bretonnian buildings grant 4 strength to the Green Knight.
  • Bretonnian 'Stables' building chain grants 0/0/1/1/1 Green Knight strength
  • Bretonnian 'Worship' building chain grants 0/1/1 Green Knight strength
  • Couronne Tournament Grounds grant 3 and Warhorse Breeder's Stables (requires pastures in the region) grant 1 extra strength to the Green Knight.
  • Peaks of Parravon grant 3 Green Knight strength
  • Copher Harbour building chain grants 1/2 Green Knight strength
  • Sword of Couronne/Trident of Manann/The Chalice of Potions give 2 strength to the Green Knight each when wielded by Louen/Alberic/The Fay Enchantress
  • Grail vows taken by Lords grant 1 strength to the Green Knight (Louen's and the Fay Enchantress' special vows are taken into account)
  • Each 'Heraldry of ...' research grants 1 strength to the Green Knight, 'Unification of Bretonnia' grants 4 (10 in total, as you can't research the Heraldry of your own faction)
I think this mod now emphasizes the importance of horsemanship and piety in Bretonnian culture a little more. Have fun!

Notes:
He will get a name assigned which looks weird, but this is how the game generates heroes. I believe when he is summoned through the ability, he also spawns with a name but gets renamed instantly. There's a funny screen on Reddit where someone got a Green Knight called Ramirez.

If your Green Knight is currently summoned in the campaign, he will still be able to defend a sacred site at the other end of the world. Why? Because he can. He's a mystical spirit, bro. Why are you even asking? Come on.

Savegame compatibility
For the game to properly register him as an addition to a city's garrison, your legendary building will have to be built while this mod is active.
If you load a campaign where your building is already constructed, you can either wait for the garrison to be regenerated or destroy and rebuild the corresponding building.

What happens when uninstalling the mod during a playthrough?
Nothing dangerous. The Green Knight remains as a garrison unit until the building which provided him gets destroyed. The garrisoned Green Knight's icon will default to a placeholder. All effects added by the mod disappear from the game.

Mod compatibility:
This mod is very lightweight and compatible with basically everything.
Even other garrison mods are highly likely to be compatible and the Green Knight strength effect is self-made, so no worries here.

I am done implementing the ideas I've come up with. I'll make sure the mod stays compatible with future updates when they are released and the comment section will always be open for your suggestions

Which UI mods are you using in the pictures? Do I need them to run this mod?
All IN ONE UIs and Building Progression Icons. They aren't required, but look very good.
98 Comments
Zorander  [author] 6 Nov, 2024 @ 6:07am 
Sent you a friend request because apparently, adding contributors requires them to be your friend
Layth36  [author] 6 Nov, 2024 @ 5:30am 
@Zorander yea, sure. I think I can do that. I'll credit you as the original mod creator. I'll send you a link once it's up and running.
Zorander  [author] 6 Nov, 2024 @ 3:17am 
@Layth36: Noice, good job! I can make you co-author of this mod if you'd like to publish it here.
I neither have the hard drive space nor the motivation to get back into Warhammer modding right now, sadly.
Layth36  [author] 2 Nov, 2024 @ 7:45am 
@Zorander nevermind I figured out the issue. It's not your fault. At some point CA decided to remove the vows out of the skill trees and put them in a whole other UI page dedicated to vows. I dug around your mod and manged to add the green knight buffs to them. See screenshot. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3358865022
Zorander  [author] 2 Nov, 2024 @ 5:33am 
@Layth36: Thanks. I remember updating it for the patch that added Repanse and my changelog at least says that I added the mechanic to Copher Harbour.
But I don't remember why I wouldn't have added it to her personal skill tree or her faction's unique techs... either I had a good reason or I simply forgot about it. I haven't modded the game in 3 years, unfortunately.
Layth36  [author] 1 Nov, 2024 @ 3:45am 
Great mod! Shame it isn't as good when you play Repanse, since neither her skill tree or tech tree has any effects on the green knight strength.
Zorander  [author] 20 May, 2023 @ 4:48pm 
@Utopiaone: I can't as I don't have WH3
Utopiaone 20 May, 2023 @ 10:49am 
any chance to port to wh3?
Merwel 30 May, 2022 @ 9:02am 
Does it fixes Knights vow Bug by any chance - getting vows twice ?
Hercules 29 Jul, 2021 @ 10:37am 
Just some feedback. Would be great to have the Green Knight defend Bastonne as well. The cult of the lady is located in bastonne, and its also the location where Gilles first met the Lady, which makes it one of the most sacred sites. Mods like mixus makes bastonne playable so it would be cool.