Total War: WARHAMMER II

Total War: WARHAMMER II

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Legacy Chaos Marauder Chieftain Voicepack
   
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Tags: mod, Campaign
File Size
Posted
Updated
771.571 KB
16 Aug, 2019 @ 6:06pm
12 Sep, 2021 @ 9:19pm
12 Change Notes ( view )

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Legacy Chaos Marauder Chieftain Voicepack

Description
Changes the voice for the Marauder Chieftain to what it was before the Norsca DLC update was introduced in Total War: WARHAMMER.

Total War: WARHAMMER version can be found here

NEW!: This mod no longer uses startpos.esf to make its changes, expanding compatibility with other mods by, hopefully, a thousand-fold.

NOTICE: This mod only works at the start of a new campaign.

Outstanding bugs:

• Surtha Ek does not have a voice change like everyone else, but will use diplomacy lines. This is on purpose for now; if we apply a script to him, it will remove his chariot and thus make him less viable. I’d wager most people want him with his chariot et al., and I have no scripting knowledge to change this. I would highly recommend medusa0's Surtha Ek mod to get around this.

• The Norscans in the Vortex Campaign are unaffected for now. I’ll make separate scripts for them at some stage, but need to test them beforehand.

• Minor bug, but some of the chieftains may look somewhat different than their original portraits (for example, those who are typically with helmets may now not be with helmets, or be using different helmet variants). This has no gameplay effect, otherwise.

KUDOS:

Special thanks to medusa0 for their work (and immense help) in making this new version of the mod possible! Thanks a million. Check out medusa0's Surtha Ek mod! (makes Surtha an LL and does the same voice-makeover as this mod). Should be compatible with this mod.

Special thanks to Aexrael Dex for providing the script used to make a new version of this mod. The script can be found on this page: link[tw-modding.com]


Compatibility

Should be compatible with most mods.

Works with Radious and with SFO: Grimhammer II (confirmed on new version).

Works with Mixu's lords and unlocker, but an oddity makes an additional Skaeling army spawn near that mod's new LL at Doomkeep ... this might make it slightly harder to play for Wulfrik players early on, but otherwise no compatibility issues.

Save compatible if used at the start of a campaign, but not compatible with campaigns in progress.

DLC updates:

Updated for The Hunter & The Beast DLC - Sept. 11, 2019

Updated for The Shadow & The Blade DLC - Dec. 13, 2019

Updated for The Warden & The Paunch DLC - July 27, 2020

Updated for The Twisted & The Twilight DLC - Dec. 3, 2020

Updated for Rakarth FLC - Mar. 18, 2021

Updated for The Silence & The Fury DLC - July 14, 2021

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For Modders:

Modifies the following tables:

1. agent_subtypes - changes voice selection/response variants on the campaign map
2. diplomacy_negotiation_string_options - changes diplomacy lines in regards to 'greetings' (examples being "Diseased dogs!, "You seek a pact...", and "Speak you craven cur..." for negative (i.e. unfriendly relations with your faction) 'greetings')
3. main_units - changes voice selection/response variants on the battle map
77 Comments
funni monki  [author] 13 Nov, 2022 @ 7:23pm 
As much as I would love to accommodate your request, unfortunately I don't feel like supporting a mod that doesn't really have much in the way of popularity... hopefully that makes sense.

With that said, I did write up a guide a while ago on how I made this mod in the first place - if you want to take a peek at it and give it a shot (and therefore make this mod for WH3) - feel free!

Here's the guide link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2187854155

The steps are identical for Warhammer 3, since nothing's really changed between all the three games as far as modding tools. It's very simple, and I would love to know if you managed to get it up and running.
PorkNotBeef 13 Nov, 2022 @ 7:15pm 
Would it at all be possible to make this mod for Wh3?
The original Norsca voicelines are greatly missed. =(
Vaxar Kun 22 Nov, 2021 @ 9:30am 
>Works with Mixu's lords and unlocker, but an oddity makes an additional Skaeling army spawn near that mod's new LL at Doomkeep ... this might make it slightly harder to play for Wulfrik players early on, but otherwise no compatibility issues.

There is also an army duplication on Vortex - using Mixu's unlocker and LL mods. With this mod Rakarth faces 2 armies - without this, only 1.
theimprobableone 22 Sep, 2021 @ 4:29am 
ARE YOU A GOD?
medusa0 11 Sep, 2021 @ 10:39pm 
Here it is: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599826034 , please let me know if it works for you.
funni monki  [author] 11 Sep, 2021 @ 9:08pm 
Hey there,

Sounds good! Feel free to upload it, I would love to take a look.

I haven't had a chance to recreate anything on my end yet, but I was hoping to take a look at that soon.

Thanks for continuously checking in!
medusa0 11 Sep, 2021 @ 8:44pm 
Hello again 🐔︻气デ 一 一一一一一一一一一一一😲一一, I ended up making a rudimentary mod that applies the legacy voice to Surtha Ek and the Vargs faction only and made him a custom legendary lord (amongst other changes such as tweaking the generic Marauder Chieftain skill tree to incorporate devotion skills). It is compatible with the Mega Faction Unlocker and likely other mods that uses startpos.esf.

It till needs a bit of polish regarding the character portholes and balances, but is otherwise usable.
If you are interested, I can upload it somewhere.
funni monki  [author] 10 Sep, 2021 @ 9:03pm 
Hi there,

Thanks for explaining! I will play around with it when I have an opportunity, and see how it'll work out. I'll take a further look into that reference page you provided before - definitely not seasoned enough to know what I'm doing, unfortunately.

I think I know what you're referring to vis a vis orders though, I've seen oddities where chaos lords spawned looking like bright wizards... will keep that in mind.
medusa0 10 Sep, 2021 @ 7:47pm 
The example script only spawns one newly defined lord next to the original lord, and then deletes the original one. It should be modified to work with multiple factions and characters. In theory it will pick portrait and lord variation based on the faction turn order, so if you really want to associate a set "face" with a spawned lord, you will also have to spawn them in the same order.
medusa0 10 Sep, 2021 @ 7:42pm 
Hi 🐔︻气デ 一 一一一一一一一一一一一😲一一 , the .lua is inserted into your pack file, under script/campaign/mod folder. The command line at the end:
cm:add_first_tick_callback(function() your_function() end:);
Automatically runs the function at the start of your game session, and checks if it is a new campaign with:
if cm:is_new_game()
Which then goes through the entire function to carry out the swapping.