Total War: WARHAMMER II

Total War: WARHAMMER II

Chaos Invasion Mod - Soul's The End Time Comes 2.3
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Update: 7 Sep, 2021 @ 8:08pm

Hotfix
This is for all versions of the mod.

We've had to drop Norsca/Oblivion Raiders due a clash with the vanilla script for Empire Politics and the invasion dilemma battles causing a CTD(thanks to Alamatar for reporting/helping test this).

Best I can tell it isn't about any one specific faction, but more something to do with a limit to how many factions can be loaded up with the random army manager. I have hopes though I can create a better work around in the future, but this is best way to prevent this CTD for now.

FYI this was not caused, or worsened, by any other mods(OvN, Mixu's, etc;see bug thread discussion); it appears to simply be a limitation of the game with too much script stuff going on while they all are trying to work with same tools in the game.

To compensate for their absence their spawn locations have been allocated to all remaining forces as well as beastmen spawns bumped to 15
and base number of hordes for other factions bumped to 6 for the mid game, and 10 for the end game(+2 each).

I am going to try and work them back into the invasion with their own side script in the future too.

Tested with ongoing saves, should be good there/just a script change.
Apologies though if this causes any unforseen circumstances for on-going campaigns, seems fine with my actual playthrough not just a test save, so fingers crossed and I didn't want to leave any Empire players hanging with what was a serious bug.

Update: 5 Sep, 2021 @ 7:31am

!!! UNIT MOD UPDATE - IMPORTANT !!!
We're going to swap over to Venris and crew's new Pink Horrors.
Big thanks to all involved: Xenon, ChaosRobie, Venris, Bálint, bainb132. Head on over there to say thanks everyone/get it downloaded!

Most impressive work(tried myself to rework hunt's pink horrors to have a ranged attack, without real animation reworking not really possible, just so everyone has an idea how much work likely went into this new unit mod).

Winning factor for swap being has a custom skin and ranged attack which is big for adding something unique to Tzeect's hordes/I don't think Hunt was planning on any major updates to his, was nice to have anything for the time being, so again thank you to Hunt for giving us any Pink Horrors before now.

!!If you have an ongoing campaign/invasion make sure to leave Hunt's pink's horrors enabled to avoid any issues with missing units causing a crash until started new one.!!
!!Otherwise make sure you've downloaded new mod(say thanks on their page, like etc) as it is now in our required list.!!

Update: 28 Aug, 2021 @ 2:42am

2.3 Update, The Gist:
-- No db updates this time, just bit of a script overhauling
-- Used Chaos Mutations mod in my load list to test the declare war fix while working on new update (Thanks to Alamatar for reporting this mod compat issue)
-- Tested both with new campaigns AND my on-going campaign, all good there.

Changes and Updates:
-- Added new script with consideration for OvN factions araby culture, grudgebringers and amazons for declare war steps in script (welcome to the party ya'll!)
-- Reworked the fail safe in the script for factions not declaring war (expanded earlier fix for internal bug, still take 1 extra turn when a faction fails to declare war upon spawning(game hits a limit best I can tell) but this should help with running with script heavy mods like mutations, etc)
-- Adjusted chaos invasion horde bonus funds from lump sums per-stage, to per-turn allowances of 5000(so that they're not stupid OP finacially as they were for bit there, but still never totally broke either, hopefully strike nice balance)
-- Updated the starting buildings of all main chaos hordes, they now all have immediate access to higher tier units, to even further help with their recruitment
-- Bumped up Oblivion Raider(Norsca) spawns from 4(one of last hold outs from vanilla values) to 10 in line with earlier beastmen adjustment


Next on the to do list:
-- Test cyb's idea of spreading Woc out a little more for Empire area
-- Playtest 2.3 for balance, bugs,etc with my current campaign (20 turns off from first wave)
-- Defeat Archie? AGAIN?!
-- Also, keep trying to figure out MCT script for the next update

Update: 21 Aug, 2021 @ 7:35pm

- Small script tweak to norsca loadout

Update: 21 Aug, 2021 @ 11:38am

- Added dependencies for the unit mods to help prevent CTD upon loading the mod.

You do not need to worry about your load order etc anymore, but you MUST have the required unit mods at least downloaded into your data folder.

Update: 19 Aug, 2021 @ 9:20pm

- Sarl has had a name change (Oblivion Raiders), and flag change to the Chaos Separatists flag, placeholder until I can be ass'd to do up some custom flags for all factions, at least now they blend in more with the rest during invasion.

Update: 19 Aug, 2021 @ 6:31pm

- Now that we have the hordes recruited I've added custom military permissions for four hordes, they should only recruit units appropriate for their faction from the unit mods now.


...version 2.2.8.1

Oh, running with this mod is not required but should enable the chaos faction hordes to recruit gors, ghorgons etc: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2508948333

Update: 19 Aug, 2021 @ 1:52pm

- Updated script to fix objective bug created by last DLC update (my best guess at least, large sections are the script are still vanilla, so must of updated something between 2.0 and now for this mod, seems likely had to do something for Oxy? I dunno. Those sections in this mod have been updated is the main point here.)

Update: 10 Aug, 2021 @ 10:31pm

- Working out another solution to recruiting for hordes, nothing changed except stances in database I WITNESSED ONE HORDE RECRUITING!!!! If you seen it too, please take a moment to confirm for my sanity in troubleshooting this issue in the comments xD
- Oh for those actually keep up with notes of this mod. It's version 2.2.8, not 2.3 yet, these were just hotfixes okay? lololol Really think next major version be 3.0 anyways, depending on when and what the next ME campaign offers me to work with ;)

Update: 8 Aug, 2021 @ 11:37pm

Couple tweaks, thanks to cybvep for helping me confirm these issues:
- Trying something out with the four horde's faction settings, stances were added succesfully but attempting to address reports they never recruit still by further brining them closer in their db settings to the main chaos faction
- Norsca faction has been switched and tested, this was done to prevent war on campaign start/constantly with bjornling
- I tested this with my current campaign, these changes should not effect your current campaigns nor require a new one