Total War: WARHAMMER II

Total War: WARHAMMER II

64 ratings
Shipbuilding for Generic Vampirate Lords [REMADE AND FIXED]
   
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Tags: mod, Overhaul
File Size
Posted
Updated
892.374 KB
13 Feb, 2020 @ 10:38pm
27 Feb, 2020 @ 1:08pm
2 Change Notes ( view )

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Shipbuilding for Generic Vampirate Lords [REMADE AND FIXED]

Description
General Info

I noticed recently that the old Shipbuilding mod that came out shortly after DLC11 dropped had stopped working correctly, so, as it was an important feature, I took the time to see exactly what CA did to break it. Turns out, CA reworked how the horde-capable lords were set up (for some unfathomable reason), so the original author's simple method of giving generic Vampirate lords the CHARACTER_BOUND_HORDE force stopped working correctly, and additionally broke hero recruitment.

This merely corrects the issues with the original by removing the original mod's "agent" groupings and slapping the generic Vampirate lords into the appropriate campaign_groups. As such, all Vampirate lords are now capable of building/recruiting as intended, without the loss of hero recruitment.

The original mod can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1561074744&searchtext=shipbuilding

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.

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: 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).

Known Issues

Any vampirate faction will eventually give players an erroneous notification that horde or settlement building upgrades are available, once the starting Legendary Lord's main fleet building is increased to max level. There is no known fix for this and it is avoided by turning the appropriate notification type off.

Compatibility

Should be compatible with most mods, as the tables used are obscure.

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.

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
27 Comments
Spotted cat 21 Sep, 2022 @ 3:04am 
WHIII plz
=(FGR)=Sentinel 25 Aug, 2022 @ 3:16pm 
Sounds good, glad to hear This will be back eventually.
Commisar Jon Fuklaw  [author] 25 Aug, 2022 @ 2:23pm 
Yes, when current updates and projects are out of the way.
=(FGR)=Sentinel 25 Aug, 2022 @ 1:35pm 
Any hope of this being ported over to WHIII by any chance?
Bears 6 Dec, 2021 @ 12:52pm 
Nice, I'll give it a try
Commisar Jon Fuklaw  [author] 6 Dec, 2021 @ 11:54am 
Should. CA never changed the tables related to armytypes.
Bears 6 Dec, 2021 @ 3:18am 
Does this still work with the latest patch?
Commisar Jon Fuklaw  [author] 9 Jun, 2021 @ 2:45pm 
I know, right? Vampirates should've been a horde-lite faction.
Ben 9 Jun, 2021 @ 11:54am 
Still it's bizarre they only limited this feature to the LLs and the Admirals you unlock via research.