Total War: WARHAMMER II

Total War: WARHAMMER II

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Ancillaries (Items, Mounts, etc)
By Cryswar
This guide covers the creation and editing of ancillaries in detail. After you finish, you should be able to make your own unique weapons, mounts, banners, followers, etc.
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Preface
As with every other guide, I will open by shilling the Rusted Pack File Manager[github.com], hereafter referred to as RPFM. It is BY FAR the best modding tool in your arsenal, vastly superior to the formerly popular PFM which hasn't been seriously updated in a long time whereas RPFM is actively updated and has many many features PFM does not. I will not be explaining the basics of RPFM in this guide though, I've done it too many times in previous guides and there are other excellent resources out there like Vandy's modding basics guide to teach it.
What is an Ancillary?
Ancillaries are a catchall term for the various item types that you can get - particularly mounts, items, banners, and followers. Some 'items' in vanilla are actually just skills, like Teclis's Potion of Charoi, but in general if you can equip it, it's an ancillary.
ancillaries
As usual, your key needs to be unique and copied to notepad or w/e since you'll be referencing it a lot. Most of the fields here are deprecated from older games and easily solved by copy-pasting from a vaguely similar item, but some important columns...

  • Type is the icon for the type of ancillary you're making; wh_main_anc_arcane_item, wh_main_anc_weapon, wh_main_anc_talisman, wh_main_anc_enchanted_item, wh_main_anc_armour are the item types, but they can also be various kinds of followers, mounts, etc. Plenty of vanilla examples!
  • Transferrable means tradable - leave empty if it's a unique item/mount/whatever unless you WANT your lord to be able to give it away!
  • Category is the actual database 'wtf is this item' column. It should obviously roughly match Type. Note that followers and banners are actually General type, but the rest are pretty self explanatory and easy to find.
  • Provided Bodyguard Unit is used for mounts and links to the main_unit of the mount. Remember that the mounted unit replaces the base one! You can also add bodyguards here, but it works realllly weird and I'll go into more detail later.
  • Uniqueness Score is 200 for legendary lord items as a general rule of thumb, and decreasing rarity from there.
ancillary_info
This just links the ancillary to its description.
ancillary_included_subcultures
Basically, what subculture does this ancillary go to? Just copy a vanilla one. I don't think this table is NECESSARY per se, but if you want to add generic items to Chaos to the game, this ensures they don't show up on Empire lords.
ancillaries_included_agent_subtypes
If you only want a specific character or character type to be able to equip this, say, ONLY King Louen can equip the new mount you're making for him, this is your table. Primarily used for unique weapons and items, like Karl Franz's Ghal Maraz.
ancillary_to_effects
This is where you attach effects like melee attack or leadership to army. Scope and Value work the same way as they do in every other X to effects table. If you're not familiar with effects, read my effects guide.
unit_variants
Assuming you're just using an existing mount, this is where you link the new mount unit to the existing variant stuff.
Making a Mount
There are two kinds of mounts; the ones that exist ingame as mounts and are easy to set up, and something like trying to make a Demigryph a ridable campaign mount for Empire Generals. The former is easy; the latter is doable but enough of a pain in the butt that I won't cover it here.

If you just want to, say, add a Star Dragon as a mount to Malekith, though, that is fairly easy.

You will need to make a custom land_unit and main_unit for this mount - let's call it def_malekith_star_dragon for now, since this is the unit for Malekith riding his pimpin' new dragon. Fill it out similar to other dragon mounted characters, like for example Malekith's own Seraphon mount, wh2_main_def_cha_malekith_3 for reference. Note that you may have to play around with animation tables a bit if you're doing weird stuff like Eltharion on a Griffon.

Make sure that the Mount column references an existing mount - this will save you approximately 18 years of work. Check the mounts table if needed to find the key, in our case, wh2_main_hef_mnt_star_dragon.

Remember that Melee Attack, Melee Defense, Hit Points, Attribute Group, Damage Mod Physical, etc. all work the same as they usually do and will REPLACE the lord's base values! In other words, it doesn't matter if Malekith normally has 5 or 500 Melee Attack, only this unit's MA matters while he's mounted. Similarly, most lords on large mounts gain the Siege Attacker attribute and thus will need a custom attribute group assigned to them here.

Officers is not always needed, but some kinds of mounts (particularly dragons) do need it. For our specific example, we already have a Malekith officer to work with, you may have to make your own if you're doing something weirder. Same with Articulated Record and War Machine if you want to add, say, a Flame Cannon mount to a Dwarven Master Engineer.

If you are actually adding bodyguards, you will 100% have to mess around with the officers table. Remember that you can't give unique stats to each unit in the group - so you will probably need to significantly nerf damage etc. to account for the number of units in the special bodyguard unit. 3x200 is still better than 1x500 even if it looks weird.

Once you finish with the Land/Main units and link them properly, make sure that the ancillaries table links to the new Main Unit as a bodyguard unit.

The campaign_mount_animation_set_overrides table is used to actually change your appearance on the campaign map while mounted.

As usual with ancillaries, you'll need to make a custom skill and link it to an ancillary normally - DON'T be the douchecanoe that reuses an existing skill, say, the normal rat warlord bonebreaker mount. That skill is linked to the generic bonebreaker and will cripple your lord's uniqueness and stats when mounted. Be SURE that you are giving the correct ancillary which in turn has the correct main unit as a bodyguard!

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As one final note; if you are doing something like the aforementioned 'demigryphs for empire generals' thing, you will need to fill out a number of mount, battle entity, variants, etc. tables. Just try to follow key links.
Custom Battle Mounts
After you do all the stuff in the above section, you may want to test your mount out in custom battles. That's cool! You just need a few more tables for that.

Similar to how we filled out land_units and main_units, you will need separate entries in units_custom_battle_permissions for each mount the lord has. They can reuse the same portrait.

You will also need to fill out units_custom_battle_mounts to properly attach the mounts to the base character.

Finally, you'll also need to fill out custom_battle_mounts.loc in order for said mounts to have names and descriptions.
ancillaries.loc
Ancillaries have two loc fields needed - ancillaries_onscreen_name_ is the prefix for its name, while ancillaries_colour_text_ is the prefix for description, as always they go in different rows.
47 Comments
Inerael 15 Apr @ 10:19am 
hello, sorry to bother i'm new to modding. I am wondering if someone know how to add (for Skaven in WH3) Rat ogre mount to Grey seers please ?
LzardMan 25 May, 2024 @ 2:20am 
@Cryswar Hi! Can you help me with an issue I'm having with a dragon mount for a custom legendary lord? The problem is that when the lord is mounted, the dragon flies, but when I unmount him, he also floats in the sky and there's a toggle option as well. I discovered that the issue lies within the unit_attributes_to_groups_junctions_tables. In the attribute table, I wrote "flying," and in the attribute group table, I used "wh_dlc04_vmp_cha_vlad_von_carstein_0," which I believe is the base unit for the mod. As a result, both Vlad and the dragon are recognized as flying units. I tried changing it to "wh_dlc04_vmp_cha_vlad_von_carstein_3," which is connected to the dragon mount, but now the mount isn't flying and there's no toggle fly button.
sillybrit 16 Jan, 2024 @ 11:27am 
If you're adding mounts to a new hero/lord or to an existing hero/lord that doesn't have a mount, make sure to add units_custom_battle_mounts_tables, even if you only intend to use your hero/lord in the campaign. This appears to be the requirement to ensure that the Mounts dropdown always appears on the character details screen, even before you get a mount skill or if you temporarily dismount the character to fight on foot or save gold.
Decky 6 May, 2023 @ 12:43am 
I have created 4 ancillaries and would like them to be unlocked by technology. I have already assigned the ancillaries in the table: technology_nodes_to_ancillaries_junctions_tables to the techs. and with the loc: technology_nodes_to_ancillaries_junctions_granted_text_...
the effect text and the item are also displayed. But I can't get the item into my item pool. Has anyone of you ever tried to unlock an ancillary via a tech?
Ragweed the Wise 23 Nov, 2022 @ 8:35am 
@drfssil410 If you are still having this issue, you can go to battle_set_piece_armies_characters_items_tables and link the item to Nakai, so long as everything is setup correctly, that should get the item to show up in custom battles. Hope this helps!
The_Industry 27 Sep, 2022 @ 8:30pm 
Hi, still working on giving Nakai a unique weapon, but I am unsure how to make it available in custom battles, and the skill I've set up to give it to him in campaign works fine, but doesn't give him the weapon. Any input would be appreciated.
An Argonian 17 Jun, 2022 @ 10:38am 
I'm trying to add a Ripperdactyl mount to skink priests and its working fine on the campaign map but the game crashes when loading into battle. I am guessing there is some issue with the actual battle animations or something like that, but haven't been able to pinpoint what that might be. I am thinking this has something to do with the officers tables and or battle personalities but so far I am not seeing any issues with the way mine is set up. Anyone happen to have any idea what might cause a crash at the start of battle? I really appreciate any help at all
The Spanish Inquisition! 10 Jun, 2022 @ 8:17am 
Hey! Huge job, manages to immerse yourself in the lore. Sorry to bother you, but could you tell me how could i edit the flags and banners? I have been trying for a long time to find the answer in forums and guides but without success.
DarkRite 23 May, 2022 @ 2:44pm 
Hello and thanks for the guide, that said even though I've gotten a couple items to show up on the skill tree as well as a custom ability for a custom hero. The items and ability only have their name and flavor text, they don't say what they actually do. To give details, I made an armor that gives 15% ward save, 20 armor, and gorefeast, and a weapon that gives 10 melee attack, 100 ap melee damage, and the deathbringer ability. The ability is a passive that buffs nearby allies melee attack by 5, and melee damage (base and ap) by 10%. Now I haven't checked to see if these work despite not showing what they do when you mouse over them. But did I miss something, I've tried looking at another mod (new legendary artifacts) for help but I can't seem to figure out what's wrong.
exp345 1 Sep, 2021 @ 5:54am 
Godzack, I think you'd just change the skill value to zero in character_skill_level_to_effects_junctions_tables