Total War: WARHAMMER II

Total War: WARHAMMER II

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Battle Dismounting
   
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Tags: mod, Battle
File Size
Posted
Updated
398.088 KB
12 Dec, 2019 @ 8:40am
24 May, 2020 @ 12:24pm
2 Change Notes ( view )

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Battle Dismounting

Description


This mod allows you to temporarily dismount in battle to perform better in melee situations where a mount can be problematic. Dismounting can be only done far from the enemy (for example, right after pressing "Start" in battle) and will not affect the campaign mount selection in any way.

Currently supports all vanilla Lords and Heroes with Mounts.


Known Issue: Dismounting currently fully heals your character, which is why the requirements to be able to dismount are rather strict, so that it remains just a viable battle strategy rather than a cheat.



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151 Comments
BrutusCz 28 Oct, 2022 @ 5:09pm 
I tried just test version in WH3, only for curiousity by using tranformation like Cathay dragons, game does recalculate HP, but sadly not number of enties... which is such a shame... if that was the case would could have legic dismount in WH3, just without animation.
Azehrían 4 Sep, 2022 @ 5:10am 
Any chance for a port over to TWW3?
Germanicus 15 May, 2022 @ 11:16am 
@Cyber Cenobite you are right :D good comment, but the CA fanboys hate you
Economic Terrorist 9 Mar, 2022 @ 6:05am 
Its aggravating that CA didn't include this option in the first place as they did in previous games.

Maybe they were expecting to release it as 10 dollar DLC at some point.
Sottom 18 Jan, 2022 @ 2:59am 
Would it be at all possible to give Cav units in-game this ability?
It kind of feels silly, for example, in siege defenses they are just oberving the wall being taken and aren't allowed to do anything about it, or in siege attacks you have to act like vultures around the wall, instead of just storming.
I'm not debating wether or not its broken or op, but take into account they'd still have the same unit count.
=[NK]= Col. Jack O'Neil 3 Jan, 2022 @ 4:47pm 
Are you using sfo? It will take a fair bit of work to add all the tables for all the custom lords and agents. I thought I'd give it a try, but it's a bit too much work for what I was wanting to do :)
=[NK]= Col. Jack O'Neil 3 Jan, 2022 @ 4:44pm 
Yeah I realised later that I'd cut and paste extra lines, and changed the make initially, but later on in the table not chosen the right foot lord to swap him to :)
Wyte Knight 3 Jan, 2022 @ 11:25am 
I can confirm tho, having a normal Bretonnian lord make the game crash.
I tried to use O'neil workaround, but even by cloning the "wh_main_brt_cha_lord_2" line and renaming it to just "_lord" in the end, it makes the game crash.
I'm versus some vampires in Bretonnia tho. Maybe it's them who makes my game crash, idk. But you should try to add a workaround when your mod doesn't have the files to dismount a lord, by forbidding it to dismount. This way, it should be compatible with other mods too.
Wyte Knight 3 Jan, 2022 @ 10:15am 
Hey O'neil, maybe it's because you need to specify in which unit it transform yours in "dismount" in "unit_special_abilities_tables"?
For example, "wh_main[...]alberic_de_bordeleaux" is set up to spawn the on foot version in the column "Spawned Unit" : "wh_dlc07_brt_cha_alberic_bordeleaux_0"
Try this? Maybe it'll work, or maybe not.
=[NK]= Col. Jack O'Neil 18 Dec, 2021 @ 6:28am 
It had to do with the lords that SFO as added.. I added the unit names ona alter battle with greenskins and it worked!!!!! I was so happy.

Except.. When my brt lord jumped off his flying mount, he then became a female wizard of beasts haha.. After the battle he was himself again. Any idea if I did somethign wrong? I just cloned rows in each of your tables and added these names in?

brt_cha_lord
grn_cha_night_goblin_shaman
grn_cha_goblin_great_shaman