Total War: WARHAMMER II

Total War: WARHAMMER II

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Oxyotl's Poisons
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Tags: mod, Units
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563.164 KB
24 Jul, 2021 @ 8:40pm
26 Jul, 2021 @ 1:49pm
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Oxyotl's Poisons

Description
When I first saw the unique poisons that our new favorite Skink (sorry Tic Tac and Tiny) was bringing, I was fairly interested. An interest that kind of puttered out when I saw that you could only have one unit using each unique poison. Fortunately, during my excursions into the game files, I noticed that each poison had its own projectile. A little work later and we have this mod.

This mod will basically allow you to select what variant of poison you want your Lizardmen missile units to use. Even if you're not playing the Ghosts of Pahaux. Or you can just use the standard ammo with the normal poison debuff. This applies to Skink Cohort (with Javelins), Skink Skirmishers, normal Terradons, and, of course, Chameleon Skinks. I did not choose to apply this mechanic to Oxyolt or Skink Chiefs because it would be competing for space with their activatable abilities. I also chose not to apply it to Chameleon Stalkers, on account of their low ammo and their unique precursor missile. I may do so in the future with at least the Stalkers if demand is present.

Should be compatible with everything.

One thing that should be noted is that this will interfere with the UI for the Sisters of Twilight and unfortunately there's not really anything I can do in that regard.

A second issue that I discovered was that the technology granting Skinks poison for all their attacks would override the other debuffs. This has been solved by disabling this particular effect. I plan to patch things further so that all Skink weapons inflict the poison debuff by default. I figure it isn't too big an issue since this is a first-tier technology.

If you're interested in a similar mod for the Wood Elves that allows their archers to access multiple variants of their Enchanted Arrows in a similar fashion, you can try this mod that I have also made: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2361668213

TL, DR: Oxyolt's four poisons are activatable abilities for your missile infantry and terradons.

Enjoy my sneaky camouflage-loving friends!
42 Comments
Cramerius 27 Aug, 2022 @ 9:02am 
Thank you @JediMasterDraco! :steamthumbsup:
JediMasterDraco  [author] 27 Aug, 2022 @ 8:02am 
I was just about to publish it. I mean to get it out yesterday but RL got in the way.
PastaBrain 27 Aug, 2022 @ 4:43am 
Must have for oxyotls campaign i my opinion. Brings the adaptability to a hole new level. Hope you can bring it to warhammer 3 :steamhappy:
JediMasterDraco  [author] 24 Aug, 2022 @ 8:28pm 
@Cramerius I plan to probably some time on Friday. I plan to get all my mods there eventually.
Cramerius 24 Aug, 2022 @ 2:49pm 
Please bring this to Warhammer 3 now that IE is out! I love this mod!
Argyraspides 16 Aug, 2022 @ 4:52pm 
Is there any way I could add these alternate weapon poison types to the other poison-using units for the Scalymen? Ancient Stegadon, etc?
Gator 15 Jun, 2022 @ 7:44pm 
Badass mod bro
SuperEarth's Funeral Services 28 Jul, 2021 @ 11:13pm 
Is there a way for you to make the Poisons less powerful or make the ones that Oxyolt provide stronger? I think it just makes those banners redundant and defeats the purpose of grabbing those abilities
Warthog and Co 28 Jul, 2021 @ 4:07am 
ok thx
JediMasterDraco  [author] 27 Jul, 2021 @ 3:49pm 
It’s an in-battle switch like how Naestra and Abraham can switch their weapons.