Total War: WARHAMMER II

Total War: WARHAMMER II

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Legendary Surtha Ek and Marauder Chieftain skill tree update
   
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Tags: mod, Campaign
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1.289 MB
11 Sep, 2021 @ 9:49pm
6 Oct, 2021 @ 8:52am
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Legendary Surtha Ek and Marauder Chieftain skill tree update

Description
Version 2 with custom texture now available: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2601628701

Changes Surtha Ek to a Legendary Lord with themed skills to buff chariots, giant, Marauder spearmen, Marauder (Great Weapons) and Marauder Champions (both variants), with trade-offs to upkeep cost increases for "feral" Norscan monster units in his own army. His personal (yellow) skill line is a modified version of the standard melee lord one incorporating the level 1 and 2 devotion skills slotted appropriately - level 3 should still be mutually exclusive and is now unlocked at rank 10. Details to skill tree in update notes.

He starts mounted on the standard Marauder Chariot, and has the options to unlock the Marauder Ice Wolf Chariot mount and the Gorebeast Chariot mount. His starting army is now: 3 Marauder Chariots, 1 Gorebeast Chariot, 2 Marauder Spearmen, and 2 Chaos Marauders (Great Weapons).

Surtha Ek uses the pre-Norsca DLC voice lines on the campaign map, diplomacy screen, and battle map, courtesy of 🐔︻气デ 一 一一一一一一一一一一一😲一一 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1836932345

Generic Norscan Marauder Chieftain uses a stripped down version of Surtha Ek's skill tree with the addition of the generic Chaos themed missile resistance skill and Wulfrik's old Juggernaut of Sarl buff for mammoth units that is unlocked by picking up the mammoth mount.

Adds a modified Gorebeast Chariots unit to the Shaman building tree, it is affected by all the standard Marauder Chariot buffs.

Adds a modified Chaos Trolls (Armoured) to the Erengrad landmark for Wintertooth, all Troll buffs should apply.

Known issues:
Not be compatible with other mods that change the battle_entities_tables for Chaos Chariots, Marauder Ice Wolf Chariots, and Gorebeast Chariots. Surtha Ek can be selected for execution on the defeated lord options when playing as other Norscan factions. He uses standard horse chariot model on the campaign map regardless of mounts equipped as the wolf and Gorebeast chariots do not have campaign animations.

Screenshots were taken in Traditional Chinese, but the mod has been translated to English, so some texts are not the exact match.

Tested to work with Mega Factions Unlocker.

Special thanks to the Total War Modding website, Aexrael Dex for the general replacement script, and Cryswar for the new unit/character guides.

This is very much a work in progress and will require a lot more play-testing for balancing and to see if all the skills work.

Edit: Added Chaos Warriors Race Pack as DLC requirement and starting army description.

Edit 2: "The True Chariot Master" trait for defeating Settra works on the legendary version of Surtha Ek.
19 Comments
funni monki 12 Sep, 2021 @ 3:16pm 
Hey there,

I've used your code rearrangement, and it indeed is working! For me, in fact, it seems to be picking the correct model... minus the chariot, which as you pointed out is inherent.

I was fruitlessly working on a subtype clone for Surtha Ek, but it ended up being a mess and I could not get it to work, so I'm going to stop working on that because I don't quite understand why it has to be that complicated... and as for the scripting portion, I'm not certain that is something I can do, given my inexperience. The current guides that exist also aren't very helpful, I found.

I would say - if you wish to continue to work on this, you totally can. I'm not very fond of modding this game because it requires way too much effort to accomplish very minute things, and so I'll be stopping here. Thanks for your patience and effort through all of this - if I can help out further or test something, let me know.
medusa0  [author] 12 Sep, 2021 @ 2:55pm 
@ 🐔︻气デ 一 一一一一一一一一一一一😲一一

Here is a link to the screenshot of the codeblock to get the script working with the identical agent type and name as described:
https://i.imgur.com/oNJW7BT.png

I hope you find it useful.
medusa0  [author] 12 Sep, 2021 @ 2:47pm 
Re-ordering the code blocks worked! Basically all you have to do is change the order carried out in the script, you can have the removal of the original lord come before the newly defined lord spawns in. However, the new lord does not have an innate skill assigned by default, so you will still need to add it in, and as he is a generic lord, his portrait and model is random (in my case he is using the helmet-less 01 model which resembles Felman Ingersson.). Giving his chariot mount and associated skill back at rank 1 will require more scripting.
medusa0  [author] 12 Sep, 2021 @ 2:33pm 
I went back to test the script with the default agent type, and you are right! This script will not work if the character spawned and the one to be replaced has the exact same name and agent type, for me it deleted the original character and spawned an invisible replacement that cannot be interacted with.

It has worked for me before as I was testing it with Wulfrik who has another agent type, which makes sense as the script has to spawn the replacement first and then delete the original, and if the original and the new character has the same type and name, both will be deleted, leaving a broken, randomly spawned character in the ether as the new leader.

A way around would be to create a cloned agent subtype only for the faction leaders, but that is a whole other can of worms. Perhaps there is a better way to write the script to delete the original and then spawn in the new character.
funni monki 12 Sep, 2021 @ 1:45pm 
So I decided to create a brand new agent subtype ("nor_marauder_chieftain_varg") and replaced the subtype in the script with that - it seemed to work fine, except I did not finish the model assigning and all of that crap, so Surtha Ek showed up as Drycha (or whatever)...

I'm trying to follow these guides but if I'm honest they're terribly written and presume waaaay too much. I remember now why I quit working on mods for this game.

In theory, if all the loose ends get squared away there, this will resolve all the problems - just need to make an individual subtype along with their respective details thereafter, and that should be that.

Thanks for all your help with this!
funni monki 12 Sep, 2021 @ 12:21pm 
Thanks Medusa,

That is my other theory - I'm triple-checking the syntax against the original version the script author created on the website you linked, but I'm finding hardly any difference...

Thank you! Don't feel obligated to make anything if you don't have time or motivation! I appreciate it either way, however :-)
medusa0  [author] 12 Sep, 2021 @ 12:15pm 
It could be something trivial like a missing line or, more infuriatingly a missing semicolon somewhere that is breaking your version. I might be able to cook up a submod for your mod to address it.
funni monki 12 Sep, 2021 @ 12:06pm 
Thanks for the suggestion! I was looking into doing that but wasn't sure what the originals were - I went ahead and did that and tried again, same thing unfortunately.

I have a feeling it's not the script's fault since it's working perfectly fine in your mod... like you said, it sounds like something CA does differently versus what is available to modders. What else is new :\
medusa0  [author] 12 Sep, 2021 @ 11:50am 
Did you change his starting unit as well? I had him start with a modded Gorebeast Chariot in his army, if that is not present in your mod, it may break the script yield unintended effects.

Try this line:
unit_list = "wh_dlc08_nor_mon_war_mammoth_1,wh_main_nor_cav_chaos_chariot,wh_main_nor_cav_chaos_chariot,wh_main_nor_cav_marauder_horsemen_0,wh_main_nor_inf_chaos_marauders_0,wh_main_nor_inf_chaos_marauders_0,wh_main_nor_inf_chaos_marauders_1,wh_main_nor_inf_chaos_marauders_1"; This should revert his starting army to 2 Marauder Chariots, 2 Chaos Marauders, 2 Chaos Marauders (Great Weapons), 1 Marauder Horsemen, and 1 War Mammoth as it was originally.
medusa0  [author] 12 Sep, 2021 @ 11:42am 
Not sure how CA did the original version of the lord to possess his chariot ancillary, you will likely have to script to add the ancillary "wh_dlc10_anc_mount_nor_surtha_ek_marauder_chariot", to his clone character as he does not start with the chariot mount skill, and then get the clone to equip it on campaign start via the included wh_mod_campaign_mount_upgrades.lua file.

It will probably look something like this:
["nor_marauder_chieftain"] = {
skill = "wh_dlc08_skill_node_nor_marauder_chieftan_unique_02",
ancillary = "wh_dlc10_anc_mount_nor_surtha_ek_marauder_chariot"
}

I got the feeling it may give every single Marauder Chieftain lord a chariot on campaign start instead.