Total War: WARHAMMER II

Total War: WARHAMMER II

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Mother Tongue, A Faction Name Overhaul
   
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Tags: mod, Campaign
File Size
Posted
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858.396 KB
17 Jun, 2020 @ 7:38am
15 Jul, 2021 @ 4:22pm
25 Change Notes ( view )

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Mother Tongue, A Faction Name Overhaul

Description


[docs.google.com]
Below, you'll find a light description of the mod and what it does. For all the details, faction-specifics etc. please follow the link above "LIST OF ALL CHANGES".

Foreword

CREDITS
Special thanks to,
  • Vandy [Mod Page Here] - Without this gentlemen's help, I would never have understood, or gotten into, scripting.
    prop joe [Mod Page Here] - For some insights into lua and Total War modding.
  • Maeglin - This gentleman introduced me to the script, and also helped me understand it.
  • Nasta - Plenty of inspiration for new conditions (some upcoming), and recommendations over Vampire Count names.
  • Crimson Ruin - For serious passion behind this project, and for your unending font of knowledge on End Times novels!
  • Meroveus - Keen perspectives on features that have lead to betterment and reflection.
  • The_Inquisitor - Continued support and recommendations for names.
  • Killer Rabbit - For all the questions and speculations that lead to refinement.

MODDERS: Use of the contents of this mod requires PERMISSION. I've invested a lot of time into this and I'd appreciate minimum credit.

Most factions are named after the location/area which they reside in or rule over and then some are named after the code or creed they represent. This mod brings consistency where it was lacking, so that all factions are named after the creed, clan or 'thing' which they represent. By contrast with my other mode, Renames by Lore, this mod also translates many races faction names into their native languages! Let's look at some examples:

  • Karaz-a-Karak — Kalan Durazklad
  • Spine of Sotek Dwarfs — Slotchtromm Bokial (Greybeard's Prospectors)
  • Reikland — (Playing Franz prior to flushing out the secessionists) Altdorf Royal Guard
  • Couronne — Duché de Couronne
  • Cult of Sotek — Sotechtecahtzin (Honoured Ones of Sotek)
  • Knights of Caledor — Ceyl Skale (Guardian Dragon Order)

But that's not all. This mod, and my other mod (Mother Tongue, click the link above) both utilise a script that was introduced by CA a little while ago. This script brings a little thing called CONDITIONAL NAME CHANGES.

Conditional Name Changes (CNC for short) are, simply, conditions that a faction must meet in order for their faction name to progress.

  1. Faction Leader Dilemmas
    At the beginning of a campaign, Beastmen, Chaos & The Empire each have their own unique dilemmas which encourage the player to choose a starting faction name that represents one of the legendary lords.

  2. Characters
    If a faction now houses specific characters (best used with a Legendary Lord reviver mod) then the faction name will change. For example, Wurrzag seeks the "Once and Future Git," Grimgor (and Skarsnik), so, once he has recruited them through confederation or mod event, his faction will become "Da Prophesied Waaagh!"

  3. Region(s) Owned
    This tightens CA's province condition by making specific regions required instead. So, now, rather than owning full provinces, Dwarfs only need to hold the eight 'standing' Karaks to become "Odro Karak Kazadal" (Eight Enduring Holds).

  4. Province(s) Owned
    If the faction owns XYZ provinces then change name. A number of factions use this one, best example being empire with "Empire of Man" for holding all the elector provinces.

  5. Last Faction Standing
    In this instance, factions like Reikland (Altdorf Royal Guard in mod) must destroy the Empire Secessionists to become the "Grand Principality of Reikland."

  6. Conquer Count
    If the faction holds X amount of regions then their name changes. You will most likely find Grimgor's 'Ardboyz have become "Grimgor's Mighty Nutta Scrum" in the early-mid game after he's conquered and assimilated 10 regions.

For all list of all the changes and features, please use the link above "LIST OF ALL CHANGES."

This biggest update—adding all the new conditions—was a test for me to see whether I could script and achieve more with this specific script. Yes, I can do it. Yes, it's possible. Now, I'd like to go around and start with the niche stuff, race and faction-specific scripts so that new names come up naturally whilst progressing through current game content.

I hope you enjoy!
scehr.

For the version of this mod with the foreign names translated, follow the link.


- Compatible with:
SFO: Grimhammer II
Boyz will be Boyz, Closer to Tabletop
Southern Realms
Norse Dwarfs
and pretty much everything else, other than rename mods.

[www.patreon.com]
21 Comments
scehr  [author] 14 Jul, 2022 @ 2:31am 
I did some research into Middle-Egyptian syntax and found a dictionary of words. From there, I did my best to piece together words correctly. :steamthumbsup:
Neone8786 13 Jul, 2022 @ 5:19pm 
Very cool! I’m looking to create a “mother tongue” mod for all unit names as well as some abilities.

Where did you find a Middle-Egyptian translator? Have you studied hieroglyphics? Thank you!
Tikre 12 Jul, 2022 @ 11:52pm 
"After looking at High Nehekharan, it takes influence from Ancient Egyptian languages, a little from Arabic too, by the looks of it. As such, I’ve taken Middle Egyptian and put a light twist on it. My biggest alteration is the plural “w” (most likely pronounced ‘ew’ or ‘aw’) which suffixes words, replaced instead with ‘yeh’."

The Tomb Kings are great indeed.
Neone8786 12 Jul, 2022 @ 7:24pm 
How did you come up with names for the tomb kings? They look so natural and fit right into the game!
Mosley was right 12 Jun, 2022 @ 11:51pm 
@scehr

Praise the sun, brother!
scehr  [author] 12 Jun, 2022 @ 7:48am 
Haha, thanks, Trekkie. I'm grateful for your enthusiasm. :praisesun:
Mosley was right 11 Jun, 2022 @ 9:14pm 
How in the hell have I missed this for all these years?!
Tikre 18 Sep, 2021 @ 11:49am 
Yes, this is save game compatible. You can turn it on/off as you please. Although sometimes, especially when you're merged, you might need to capture a settlement, or pass a turn, for the correct name to get set.
oldboy 18 Sep, 2021 @ 1:23am 
is it ok for savegames?
scehr  [author] 1 Apr, 2021 @ 8:34am 
Update! Rakarth has been added. Check the Change Notes and let me know if there're any problems.