Total War: WARHAMMER II

Total War: WARHAMMER II

Sons of Grimnir - Compilation
114 Comments
Mystical Llama  [author] 16 Aug, 2021 @ 7:28am 
@Anax - Probably not, my man. Jenosite is a great author, and he asked to borrow some of my Rune Golem re-textures and ideas some time ago. But I don't keep up with his work. I'd prefer to keep my involvement simple, since I'm mostly done with public modding for the near future.
sashkamel1 16 Aug, 2021 @ 2:24am 
Wow! Thank you for your rapid reaction, love this mod!
Anax 16 Aug, 2021 @ 12:23am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1520441831 can you make it please compatible wiith this mod ? as i see some textures are conflict
Mystical Llama  [author] 15 Aug, 2021 @ 5:05pm 
Got it. Looks like CA performed a small code-cleanup by renaming their workshop building chain to reflect it's actual level values as opposed to it's tier value. I also applied an update to have these units fit the Dwarf's new unit recruitment policy, removing most of the secondary buildings which previously made recruitment of troops like Iron Breakers more complicated.

Thanks for the bug callout @Sashkamel1!
Mystical Llama  [author] 15 Aug, 2021 @ 4:38pm 
@Sashkamel1 - You're right, the Grenadiers aren't appearing for some reason... and I'm having trouble determining why. I'll have to do a full debug to see what CA changed. For now I'll add a known defect.
sashkamel1 15 Aug, 2021 @ 3:54pm 
By the way, Rune Golems have a very cool animation when they put their halberds on the ground and start throwing stones. Very cool and unexpected!))
sashkamel1 15 Aug, 2021 @ 2:55pm 
It is impossible to recruit Irondrake Grenadiers in the campaign, am I the only one?
Mystical Llama  [author] 15 Aug, 2021 @ 8:47am 
Rune Golems are buffed by Heavy Infantry/Hammerer techs, slays by all standard slayer buffs, and Gromril Gunners by a split between Ironbreakers and Thunderers.

All will received boosts from their general archetype. RuneGolems are the only real odd bird since they don't have an analog.
Obtite 15 Aug, 2021 @ 3:58am 
not what am refeering to, what tech and skills buffs the diffrent units,
for example. does rune golems get buffed from longbeards or maybe hammerers, id like to know so i know what lord they fit most with
Mystical Llama  [author] 14 Aug, 2021 @ 11:10pm 
Runeforge and the Slayer Shrines for the most part. Gromril Gunners can be recruited using the same building as IronBreakers.
Obtite 14 Aug, 2021 @ 1:54pm 
what unit uses what tech, i cant seem to find out
Minmormor 2 Aug, 2021 @ 2:47am 
My bad. Thanks for the help :)
Mystical Llama  [author] 1 Aug, 2021 @ 7:00am 
@Minmormor - The problem is that you are using the version of my mod which is balanced for the Vanilla version of the game (This one) ;)

I have a separate mod balanced specifically for the Radious overhaul, which incorporates their "Moar armies!" design philosophy. You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1181813031
Minmormor 31 Jul, 2021 @ 1:45pm 
hey there. just started playing the new expansion with the radious overhaul and your lovely Sons of grimnir and the rune golem mod. A small question. Base upkeep for units like gromril gunners are 345. That seems a little steep. is this a bug or a misshown value? Thank you for your time.
Mystical Llama  [author] 31 Jul, 2021 @ 8:09am 
@ArchMageRaven

This mod ought to be compatible with any other mod which does not directly modify the vanilla associations on the Unit_building_allowed tables. So long as people don't change the names of the buildings (which as far as I know SFO has been the only mod complex enough to do so, and I've created a submod for this mod as a result) this mod should be compatible with literally any other mod you throw at it.

I have not examined Hammer of Grugni directly, and I likely won't. These units use vanilla Unit Junctions to be upgraded in the same way as any other vanilla troops. If the mod creates an entirely new set of unit junctions, or uses direct scripting, creating a compatibility patch will likely require a submod as complicated or more than the original mod itself. If it uses those original vanilla pathways, it should work fine.
ArchMageRaven 31 Jul, 2021 @ 6:50am 
Is this compatible with the Hammer of Grungni mod?
Mystical Llama  [author] 16 May, 2021 @ 9:22am 
@Blazingdragon - the RuneGiant is a separate mod created by a different modder to whom I granted permission to use some of my texturing files.
Blazindragon 15 May, 2021 @ 4:01pm 
Is the Rune Giant a part of this mod as well?
jetjedi24 1 May, 2021 @ 11:50am 
sorry to be a bother but is there an SFO version?
Mystical Llama  [author] 1 Mar, 2021 @ 11:06am 
Thanks for the heads up Kaguya, bug has been fixed. Wrong building designation. This happened due to the new level available to the Great Slayer shrine. Previous iterations were called "wh_main_special_great_slayer_shrine_1" and "wh_main_special_great_slayer_shrine_2", so naturally lazy me just assumed the new level would be called "wh_main_special_great_slayer_shrine_3".

Nope. The third level is called "wh_main_special_great_slayer_shrine". Because programmers are even lazier than I am :D
Kaguya(伏龙芝肄业) 1 Mar, 2021 @ 4:44am 
Karak Kadrin’s landmark in tier5 can‘t recruit your mod’s new Slayers。
jaksurf 25 Jan, 2021 @ 7:42am 
We live in hard times. Thx.
Mystical Llama  [author] 25 Jan, 2021 @ 6:48am 
Update applied. Sorry for the delay everyone, it's been an odd month.
Mystical Llama  [author] 22 Jan, 2021 @ 12:53pm 
Update coming this weekend.
mano308gts 15 Jan, 2021 @ 10:02pm 
This mod is functional in my game, so it doesn't appear to need an update?

FWIW, I'm running a metric ton of mods (over 90), and playing through Kaedrin's Mod Manager.
jaksurf 15 Jan, 2021 @ 3:35am 
No new comments since 2.Oct..2020? Cant believe it. This is a dwarfen must have mod. Pls update.
Mystical Llama  [author] 2 Oct, 2020 @ 1:35pm 
@MegaWizard99 - Nah, I didn't do Dragon Slayers. I tried to avoid the obvious lore units since I was certain CA would add them in eventually.
LemurKing 2 Oct, 2020 @ 11:34am 
Did this mod previously include dragon slayers? I have a dragon slayer option in my hero recruitment but the Monument of Grimnir building says "Hero capacity: +0 for Dragon Slayers"
Blade 4 Aug, 2020 @ 7:04pm 
Please keep updating this for the new patch, thank you!...
To infinity and beyond 2 Jul, 2020 @ 8:11am 
thanks alot for keeping these updated
Solaire 26 Jun, 2020 @ 8:49pm 
SFO?
Mystical Llama  [author] 20 Jun, 2020 @ 12:06am 
@CaptainSnafu - Totally okay with that! Thanks for the link!
CaptainSnafu 19 Jun, 2020 @ 11:37pm 
Hi, i made chinese translation for this mod, texts in my compilations
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2117543460
^Triumph 29 May, 2020 @ 7:48pm 
thx mate!
Mystical Llama  [author] 29 May, 2020 @ 7:35pm 
@^Triumph

CA might have changed the target ID for this building. I'll check on it this weekend.
^Triumph 29 May, 2020 @ 9:03am 
I want to report a potential bug, I have karak kadrin lvl 5 with the greater slayer shrine of karak-kadrin. I also have a gromril forge. But I cannot recruit any of ur slayer units. Is it posible that once the slayer shrine goes to tier 5 it does not allow u anymore to recruit their lvl 2 and lvl 4 units?
𝒦.ℒ.ℬ. 28 May, 2020 @ 6:20am 
your ironbreaker unit would be bad ass as a ironbreaker reskin..
would you consider doing that? 0.o
Coach Awesome 24 May, 2020 @ 4:06pm 
@Odstarva567

...Why? It works fine as is with the newest patch.
Odstarva567 24 May, 2020 @ 10:50am 
please update
OhBlueBoy 13 Dec, 2019 @ 6:11pm 
Is this mod will be update?
Mystical Llama  [author] 8 Dec, 2019 @ 9:34am 
@Skal

Looks like CA finally separated Karak Kadrin and the main Dwarf faction for custom battles in the backend! This should now be fixed.
Brother Azkaellon 8 Dec, 2019 @ 9:18am 
Not recruitable by Karak Kadrin? Units don't show in custom battles for Karak Kadrin, at least.
henk 15 Oct, 2019 @ 1:30pm 
Hannes, he already has an SFO version check his workshop
Hannes 15 Oct, 2019 @ 1:30pm 
Does this work with sfo? Or is there a comp file somewhere? :)
Vieux Merlin 4 Oct, 2019 @ 5:14am 
Can you upload each one separately for TWWH2 mod manager?
Mystical Llama  [author] 25 Mar, 2019 @ 7:09am 
@RoyalLucario - Here you go. https://we.tl/t-D9qDawBbZx Drop this in your Warhammer II\data folder and enable it instead of my workshop mod in the mod manager interface.

I won't be maintaining this mod since it's another page I have to update. If you want to make this change in the future, you can download pack-file manager here: https://sourceforge.net/projects/packfilemanager/files/latest/download?source=files

Install, then open the .pack file that comes from my mod (likely in your workshop folder) navigate to the main_units\dwf_sogcomp_core table, then modify the "campaign_cap" column to your preferred amount. -1 = infinite.
RoyalLucario 25 Mar, 2019 @ 1:51am 
@Mystic Llama Anyway you could release a simple submod that removes the cap please im truing to do a chaos purge on legendary and they would help well hold the line yes pun intended.
Mystical Llama  [author] 24 Mar, 2019 @ 8:55pm 
@RoyalLucario - Linebreakers have a built in Campaign Cap of 4. They're a powerful unit that could easily be abused to replace other dwarven line infantry in Ungrim campaigns, which is something I wanted to avoid.
RoyalLucario 24 Mar, 2019 @ 6:55pm 
Can only recruit 4 slayer linebreaker still. not sure what im doing wrong.