Total War: WARHAMMER II

Total War: WARHAMMER II

269 ratings
Legendary Lords of Legendary Legends
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Tags: mod, Overhaul
File Size
Posted
Updated
2.937 MB
30 May, 2019 @ 1:04pm
28 Jul, 2021 @ 6:04pm
85 Change Notes ( view )

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Legendary Lords of Legendary Legends

Description
Introduction

Hello, everyone. Once again, it's your favorite talentless hack bringing you something wonderful. Quite some time ago, I took over Legendary Lords, Legendary Mastery as it had been dead for almost two years. After a couple weeks, I entered a Fey Mood and decided to make a companion mod to completely overhaul Legendary Lords. This is the result of that Fey Mood. All quality is of the worst finest craftdwarfship. It's made from the skin of a noble, so nothing of value was lost.

Summary

Surgeon General's Warning:
This mod contains:

  • 180 new skills
  • Completely reworked stat, weapon, and attribute blocks for all Legendary Lords. All LL's will have more impact on the battlefield.
  • Skill bonuses based on each LL's loreful role within their faction. Kings and commanders are more command-y. Thugs and duelists are more stabby. Ranged LL's are shootier. Mages are less pansy-y.
  • Mounts have more impact on the performance of lords with mounts. Larger mounts, in particular, can make an otherwise plain infantry LL emulate some of the most dangerous unmounted LL.
  • Warhammer memes Come on, this is me making this. You know what you're getting into.

Compatibility

This mod is compatibile with anything that does not change Legendary Lords' skill trees, weapons, or statblocks. This means that it is probably not compatible with SFO or Radiuos (and I'm not downloading 1GB+ of mods to find out).
I have at least tried to make sure that this is compatible with JR's Old World Skill Overhaul, New Faction and Race Skills, and Ash's 33 skills, but there is some overlap in places.

This now uses a data__ table for campaign_group_member_criteria_numeric_ranges. Any mod that uses this table will doubtless cause some sort of issue. Thankfully, such mods should be few and far between, as the table merely controls effect thresholds for campaign resources such as fightiness, chivalry, possession, and skaven food.

Do yourself a favor.

https://github.com/Kaedrin/warhammer-mod-manager/releases

I will not support issues caused by CA's garbage tier mod manager.

Known Issues

There is some overlap between this and Ash's 33 skills for some reason. Some LL's will either have capstone skills offset to the wrong indent or overridden by Ash's skills. If you use both mods and see a missing capstone skill, let me know. There are 60 LL's and one of me.

As of DLC 14's release there are a couple of additional issues:
  • Malus' possession guage will never go below -8 without drinking a potion. Threshold for full control was changed due to this. The gauge in the UI will not reflect Malus being fully in control.
  • It is still possible to drink potions for temporary control and I'm currently too lazy to go digging in the event triggers to disable this. If you feel so inclined, you can cheese this.

FAQ

Q: Will you make a SFO/Radious/etc. version?
A: No. Do it yourself. I spend too much time working on things I care about. The tools needed to do it yourself are easy as sin to use and all you need to do is balance the mod against whatever you want to balance it against, since I've already done all the irritating stuff.

Q: Why does this crash on start/in battle/other situation?
A: Unless I literally just put out an update and fethed it up due to sleep deprivation, you broke cardinal rule #1 because you didn't read the compatibility section. Use Kaedrin's Mod Manager. It will literally solve 99%+ of issues with crashes/mods not working.

Q: Why is X Legendary Lord's capstone skill in a weird place?
A: See Known issues. Complain to the New Faction and Race Specific Skills guy.

Q: I found a bug!
A: That's not a question, Billy. Put as accurate a description of the issue and situation in which it occurred below and it'll get looked at Soon™ if it's a plausible issue within the scope of this mod.

Q: Can I use X in another mod?
A: Knock yourself out. The idea of intellectual monopoly is so 1715 AD. Just be sure to give credit where credit is due, and let me know (if you'd be so kind).


Mod Recommendations

It is recommended that you do not run a skill point mod with this unless you want some factions/LLs to be much more challenging than you would otherwise expect.

This was intended as a companion mod for Legendary Lords, Legendary Mastery and I recommend using them together. Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1738092746

Shameless Plug

I've restored and expanded a few other overhauls as well as made a couple of my own.
Check them out here: https://steamhost.cn/steamcommunity_com/profiles/76561198039493969/myworkshopfiles/?appid=594570

If you enjoy this mod, make sure to

It improves mod visibility
380 Comments
Warlock Overlord Nukit Claw 21 Aug, 2022 @ 7:49am 
Thorek dousn't have the regen passive that all the others have
Commisar Jon Fuklaw  [author] 23 May, 2022 @ 2:11pm 
Assuming it's been updated.
Freankh 23 May, 2022 @ 1:50pm 
Hmm. So I could use the SaveParser.
Commisar Jon Fuklaw  [author] 23 May, 2022 @ 1:46pm 
No. All replaced skills result in skill points being lost if they are applied to a skill that is replaced/removed.
Freankh 23 May, 2022 @ 4:37am 
What would happen, if I install this on a round 186 campaign? Will peplaced skills lead to free skillpoints?
Commisar Jon Fuklaw  [author] 9 Apr, 2022 @ 6:50pm 
Both mods utilize land_units, so compatibility is entirely unlikely.
yaooo ๑ﭥ 9 Apr, 2022 @ 5:01pm 
I posted what's causing the issue on Thorgrim's workshop page
yaooo ๑ﭥ 9 Apr, 2022 @ 4:14pm 
Incompatible with Thorgrim - The High King (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1906994148&searchtext=Thorgrim) . Any hope for a fix?
Juggernaut_Johnson 6 Apr, 2022 @ 7:27pm 
plz wh3
Trek 26 Nov, 2021 @ 7:33pm 
otherwise absolutely love the mod!