Total War: WARHAMMER II

Total War: WARHAMMER II

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Thirteen Bell Tolls (Additionnal Reinforcements for Skaven Factions Vanilla/SFO/Lucky/Radious)
   
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Tags: mod, Campaign
File Size
Posted
Updated
2.243 MB
27 Feb, 2020 @ 1:09pm
26 Apr, 2021 @ 4:45am
3 Change Notes ( view )

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Thirteen Bell Tolls (Additionnal Reinforcements for Skaven Factions Vanilla/SFO/Lucky/Radious)

In 1 collection by Gwenolric
Reinforcements Collection (Vanilla/Radious/SFO/Lucky)
16 items
Description
Compilation Link :

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Skaven factions during battle, similar to how Menace from Below is used for Skaven... In fact, I like that sentence, I will keep it, yes-yes. However, unlike Menace from Below or Raise Dead, the units don't degrade over time and do not loose HP for just existing. Because of this, it heavily favour Skaven with up to 5 additional units that they can bring in a battle.

#1:### ALERT! ### Currently, summoned unit can't summon something, Vermintide and The Dreaded Thirteenth Spell are disabled
Envoys of the Horned Rat :
After building the landmark in Skavenblight "The Shattered Tower", this skill will give all the forces (factionwide) a skill that can summon a Grey Seer (Plague) (Screaming Bell) in battles.

Pre-charge:13s
Number of charges : 1


#2:
Ruthless Obedience :
After building the landmark in Crookback Mountain "Rictus Great Clan-Hall", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon up to 2 units of Stormvermin (Sword & Shield) in battles. This skill is exclusively available for the currently own regions.

Pre-charge:120s
Number of charges : 2
Recharge time : 120s


#3:
End of Traitors :
After building the landmark in Flayed Rock "Den of Dread Deeds", this skill will give all the forces (factionwide) a skill that can summon an Assassin in battles.

Pre-charge:30s
Number of charges : 1


#4:
Expensive Dealings :
After unlocking the technology "Ingenious Plans" from the technology tree, this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon up to 2 units of Warpfire Throwers in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:150s
Number of charges : 2
Recharge time : 100s


#5:
Genius or Folly? :
After building the landmark in Hell Pit "Depths of the Pit", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon a Hell Pit Abomination in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected). This skill also allow to instantly execute a siege assault, without having a need to possess a unit with the attribute "Siege Attacker".

Pre-charge:250s
Number of charges : 1


#6:
Moving Plague :
After building the landmark in Oyxl "Corrupted Spawning Pool", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon a unit of Plague Monk Censer Bearers in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:100s
Number of charges : 1


Is this compatible with Radious/SFO/Lucky/My grandmother's overhaul?
Yes ... and maybe no (for the stats). This mod doesn't create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don't get a single bonuses from the faction, from technology or Lord's traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe ... no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn't add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.
24 Comments
Gwenolric  [author] 11 Mar, 2021 @ 11:02am 
@Mr.Clever
Yeah, at first I was really thinking I messed up the stormvermin part without noticing. But the problem is impossible to fix. Also, one the effect of the problem is that the units spawned don't benefits from any bonuses from technologies or buildings in the region.
That's why you could have unit that should have, idk, +5 armor from TechnologyA, but when you summon it, you don't have that.
Mr.Clever 11 Mar, 2021 @ 10:41am 
@Gwenolric AHH, I see. Well that's too bad but glad the issue was resolved as far as figuring out what the problem was. :)
Gwenolric  [author] 10 Mar, 2021 @ 4:32pm 
@Mr.Clever
Wait, wait, wait. Hold on a second.
Are you talking about "Ruthless Obedience" that spawn stormvermin?
Or one of the 2 spells that are mentionned in the Alert? Vermintide and Deaded 13th spell?

To be clear, the problem you have is, you spawn the Grey Seer but can't use all the spells he has, mainly the 2 invocations? Is it that?

If that's the case, yes. And it will never be possible, because by doing this the unit is no longer "Overhaul compatible" because I will have to manually give stats. So, no racial traits of SFO, large health pool of End Times, abilities of Lucky, nothing.
Basicly, before a battle, units that will be spawned by abilities are stored. But summons from summons are not since the first summon is just stored, not loaded. It's a chain, you can pull the first link but not the rest.
Mr.Clever 10 Mar, 2021 @ 2:32pm 
@Gwenolric Also to clarify, this issue is only with the 'Dreaded 13th spell' from the Horned Rat Priest that you summon in battles.
Mr.Clever 10 Mar, 2021 @ 2:09pm 
@Gwenolric I use Moulder's Menagerie, Scatterclaw catapults, skyre's shockvermin mods when I play the skaven. I doubt those have any conflicts with yours but it's entirely possible.

Maybe a work around would be to make those stormvermin from the summon special/unique to your mod? Or that would introduce even more issues, not sure man. But great mod nonetheless as 99.9% of it works otherwise :)
Gwenolric  [author] 9 Mar, 2021 @ 1:07pm 
@Mr.Clever
Ok, so "Invalid Target:Ground" is an issue I had (for other reasons) so it's possible. Normally it's to prevent casting on the walls, because ... it crashes most of the time. It's also the reason displayed if you are at 40/40 unit count but if you are at 20 and you can cast the others that means it's ... I have no idea honestly.
The issue is that you can use the rest, so it should be working. I also tested it and it is working for me. Why this "specific" ability has the Invalid??? I just checked again, nothing is different.
One last question? Do you have other mods that add abilities excepting the usual overhaul (SFO/Lucky/ect)? If Yes, just consider it as a random conflict. If No, blame me because I can't figure it out.
Mr.Clever 9 Mar, 2021 @ 12:43pm 
@Gwenolric Let me correct myself after playtesting again, the message is not too close but the 'invalid target: ground' message. I only play with basic 20 units. I've tried in several different battle types and it never fires or allows me to summon. It is the only spell from this pack that does not fire as intended. I'll try and get you a screenshot today!

P.S. I find it very strange myself because everything else I have said works just fine and I have your other reinforcement mods as I find them essential. Thanks for looking into this.
Gwenolric  [author] 8 Mar, 2021 @ 10:38am 
@Mr.Clever
What? Too close? That's impossible ...
I mean, there are no range limit on my spells so it's not possible to be either too far or too close. And the update definitely won't change that, since I did not touch it since I can summon. Vanilla, SFO and Radious all 3 work.
But it doesn't make any sense either since no mod would modify that ability since I created it. Could you screenshot it, because I can't get it. If you say any other ability works (like the Greey Seer), but just the stormvermin has this "too close", it does not make sense to me. I find it impossible. I can be proved wrong, but they all have the same set up, meaning if 1 fail all should fail.
Last reminder, those abilities can't be used when you have 40 units on the battlefield. And I don't remember the error message, so can be that maybe.
Mr.Clever 8 Mar, 2021 @ 9:23am 
@Gwenolric Hello! The stormvermin could never be summoned saying that target was too close. The clanrats, and all other spells worked fine. I am using SFO, Ikit claw.
I'll see if the update today changed anything on my end. Thanks for the reply
Gwenolric  [author] 7 Mar, 2021 @ 3:55pm 
@Mr.Clever
No issue on stormvermin. I just tested it.
So, the usual questions, which LL, which DLC you have, was it in own territory, is the ability seen on the campaign, is the ability seen in the battle, is it clickable, is the wind up appearing but no unit?