Total War: WARHAMMER II

Total War: WARHAMMER II

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Ushabti Champions
   
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Tags: mod, Units
File Size
Posted
Updated
14.356 MB
7 Jan, 2022 @ 6:28am
4 Feb, 2022 @ 10:06am
2 Change Notes ( view )

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Ushabti Champions

In 1 collection by zerg93
Mod compilation
221 items
Description
Notice: If you have any doubts or problems regarding this mod consult the QA and Known Issues sections before commenting, thanks.

This mod adds two new units for the Tomb Kings roster, respectively:
-Ushabti Champions (Great Bow)
-Ushabti Champions

They are available through the Ushabti main building chain and share the same cap system.

Ok, presentation over: let's dive into the technical stuff!

*BALANCE*

As always: I tried my best to not make them too broken.
Keep in mind that I have tested them in custom battles only though.
That means that I'm not taking into account Lord's Campaign Bonuses.
If you have suggestions for possible buffs or nerfs let me know down in the comment section!
I'm open to changes!
NOTICE: The units' stats screenshot was taken with the unit size setting set to large, so expect more HP and unit models if you are playing on Ultra.

*COMPATIBILITY*

As far as I know this mod works with pretty much everything that do not mess too much with vanilla units.
I'm playing the game with 100+ different mods and everything is working fine!
The mod is NOT save compatible.
If you want these Ushabti Champions in your campaign you'll have to start a new one.

*KNOWN ISSUES*
-Minor clipping here and there
-Since these Ushabti have custom weapons some complex attack animations may briefly glitch a little every now and then (clipping and or weapon a little out of place)
-Some custom models may show a textureless spot between their neck and mouth area while performing a jump attack animation
-On some custom models a piece of torso decoration seems to disappear whenever zooming out and re-appear whenever zooming in.
In theory this should be a rather simple LOD issue that should be easily fixable with H3ro asset editor.
In practice I did regenerate each singular LOD for every rigid model with H3ro asset editor and the issue Is still there.
Sigh.

*UPDATES POLICY*

Let me be straight with you...when the mod status change from updated to outdated....if you start to spam in the comment section things like "update pls, OMG UPDATE, can we have an update my good sir?, UpDaTe!1!1!1" and similar stuff....know that https://media.giphy.com/media/e3URFlLQywEPC/giphy.gif


...But jokes aside: please don't do that.
When it becomes necessary, and when I can, I will update my stuff, do not worry.

*QA*
-"SFO?"
As a matter of fact I'm officially retired from SFO/Overhaul related mods.
As always: If you already have previous experience in SFO submodding feel free to make an SFO version out of any of my mods that are currently missing one, I will link your submods if you provide me with a link.
-"Does It work with x and y Tomb kings stuff?"
No idea.
I tested them in custom battle only and gave them the necessary tables to work in campaign.
They should work properly but I might have missed a thing or two since I literally got the dlc during Christmas and aside from the unit caps tied to building thing I don't know ANYTHING about Tomb Kings mechanics.
If you see anything weird of out of place with these units please let me know.

And that's all I guess!
Credits time!

Thanks to Phazer for RME editor!
Thanks to H3ro and his great tool!
Any of this would not have been possible without Frodo45127's RPFM which is still updated to this very day, thank you!
I would also like to thank Sebidee and Caligula for their great modding guides!
And I would like to thank you!
Whatever you liked my mod or not thanks a bunch for giving it a try!

Let's be brutally honest now: there are countless modders that are WAY more talented than me and that would deserve your money more than me.
That said, If you have grown to like my works so much to the point that you want to express your appreciation or just put a smile on my face...well: I will not stop you ;) .
You have my gratitude for all the support you can throw at me, independently by the donation's sum: you are all equals to me and I do thank you all.
From my part I can assure you that your donations will not be wasted, in fact I would mainly use them to:
-complete the Total War Warhammer DLC collection and thus expand my modding possibilities
-PC related things

[paypal.me]
11 Comments
zerg93  [author] 22 Aug, 2022 @ 8:49am 
I have officially concluded my modding journey on this workshop.
As always: feel free to make any kind of submods for any of my mods.
n.pedrazalis 30 May, 2022 @ 4:49am 
sfo please i am crying
Anax 2 Feb, 2022 @ 4:23am 
i post this screenshot in every mod that i use and has to do with ushabti
Anax 2 Feb, 2022 @ 4:21am 
i try to figure out also what mod creates this
zerg93  [author] 2 Feb, 2022 @ 3:18am 
@Anax Just tested in custom battle and everything Is ok here.
I deployed Bestigore herds from all of Beastmen factions with and without my custom Ushabti in the same battle and I can't seem to replicate that bug.
Maybe you have some corrupted files or It might be an another Tomb Kings mod creating the conflict?
zerg93  [author] 2 Feb, 2022 @ 2:59am 
@Anax I agree that It's kinda odd to see those shadow Ushabti there though...but again I don't see my units in that particular battle so...
But if I look closely they kinda seem vanilla Ushabti...not my custom models.
Can you try to replicate that bug with only my mod enabled? I Need more details to understand the situation better.
zerg93  [author] 2 Feb, 2022 @ 2:39am 
@Anax I don't see how my custom Ushabti can conflict with Beastmen units, especially since these models are entirely composed by Tomb Kings only stuff.
If I had to guess that bug Is probably caused by another Beastmen mod or a reskin mod.
Anax 2 Feb, 2022 @ 1:42am 
Lightning Bolt 10 Jan, 2022 @ 1:31am 
thx badass Ushabts
Anax 7 Jan, 2022 @ 5:49pm 
amazing thank you