Total War: WARHAMMER II

Total War: WARHAMMER II

The Green Knight, actual protector of Bretonnia
98 Comments
Zorander  [author] 6 Nov, 2024 @ 6:07am 
Sent you a friend request because apparently, adding contributors requires them to be your friend
Layth36  [author] 6 Nov, 2024 @ 5:30am 
@Zorander yea, sure. I think I can do that. I'll credit you as the original mod creator. I'll send you a link once it's up and running.
Zorander  [author] 6 Nov, 2024 @ 3:17am 
@Layth36: Noice, good job! I can make you co-author of this mod if you'd like to publish it here.
I neither have the hard drive space nor the motivation to get back into Warhammer modding right now, sadly.
Layth36  [author] 2 Nov, 2024 @ 7:45am 
@Zorander nevermind I figured out the issue. It's not your fault. At some point CA decided to remove the vows out of the skill trees and put them in a whole other UI page dedicated to vows. I dug around your mod and manged to add the green knight buffs to them. See screenshot. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3358865022
Zorander  [author] 2 Nov, 2024 @ 5:33am 
@Layth36: Thanks. I remember updating it for the patch that added Repanse and my changelog at least says that I added the mechanic to Copher Harbour.
But I don't remember why I wouldn't have added it to her personal skill tree or her faction's unique techs... either I had a good reason or I simply forgot about it. I haven't modded the game in 3 years, unfortunately.
Layth36  [author] 1 Nov, 2024 @ 3:45am 
Great mod! Shame it isn't as good when you play Repanse, since neither her skill tree or tech tree has any effects on the green knight strength.
Zorander  [author] 20 May, 2023 @ 4:48pm 
@Utopiaone: I can't as I don't have WH3
Utopiaone 20 May, 2023 @ 10:49am 
any chance to port to wh3?
Merwel 30 May, 2022 @ 9:02am 
Does it fixes Knights vow Bug by any chance - getting vows twice ?
Hercules 29 Jul, 2021 @ 10:37am 
Just some feedback. Would be great to have the Green Knight defend Bastonne as well. The cult of the lady is located in bastonne, and its also the location where Gilles first met the Lady, which makes it one of the most sacred sites. Mods like mixus makes bastonne playable so it would be cool.
dragonfable211 10 Jul, 2021 @ 7:31am 
Great mod. i play SFO and Bretonnia so weak to face against warhammer2 races. ( especially after the new update ).
Thanks for update. For the Lady
Zorander  [author] 19 Mar, 2021 @ 6:21am 
The mod is now updated for the Dark Pokémon Trainer Rakarth update. No offense, he's actually fun to play.
Also, I made small adjustments to the way information gets displayed to the user. This is only visual.

@cybvep: I remember doing this for some particular reason. I think the high morale still affected something else... :D

@Jon: Well, the mods seem compatible to me, but this could make Bretonnia somewhat overpowered
Jon 10 Feb, 2021 @ 3:49pm 
Hello is it compatible with Blessed Bretonnia mod?
cybvep 24 Dec, 2020 @ 7:30pm 
A fun mod, but what's the purpose of the morale bonus to the Green Knight? AFAIK he is unbreakable.
FeralZ 5 Dec, 2020 @ 8:07am 
thanks! ;)
Zorander  [author] 3 Dec, 2020 @ 11:22pm 
Updated for the most recent version of TW:W II (The Twisted & The Twilight)
Zorander  [author] 1 Nov, 2020 @ 1:11am 
Today's update fixes a small typo in a file that wasn't even visible to the end user. So.. kinda nothing, really. Happy Halloween, though!
T-Funk 4 Aug, 2020 @ 8:07pm 
It does display notice that a relic or building empowers the knight, as well as the degree to which the green knight is empowered. It just doesn't seem to affect his stats. This mod has always worked for me in the past. It's so weird.

I'm going to try your fix and see how it goes.
Zorander  [author] 4 Aug, 2020 @ 5:34am 
@T-Funk: I assume that the SFO team has added something recently that now conflicts with my mod?
However, the scaling mechanic is handled via my self-defined effects which have unique ids and thus, should never conflict with any other mod. Maybe the Green Knight himself was changed by another mod you are currently running.

Can you see the "Empowers the Green Knight in combat" and "Provides garrison: The Green Knight" lines when hovering over buildings/abilities/skills?

Assuming the mod is getting overridden, you could try finding the mod's file called green_knight_actual_protector_of_bretonnia.pack and adding !! or @ in front of its name.
It should be located in one or maybe even both of these folders:
...\Steam\SteamApps\common\Total War WARHAMMER\data
...\Steam\SteamApps\workshop\content\364360

This will force the launcher to prioritize it when loading mods. I'm unfortunately not allowed to change this for already uploaded mods via the workshop :/
T-Funk 3 Aug, 2020 @ 7:38pm 
The mod doesn't seem to be working for me at the moment. I'm using SFO and I'm getting a weird mashup of stats on him. Part vanilla, part SFO. He doesn't seem to be scaling with any of the buffs either.
Clonazepam® 5 Jun, 2020 @ 3:00am 
Hi! I just wanted to say thank you. Hope you are doing well.
I'm enjoying this mod a lot!
LordofRoses 23 May, 2020 @ 10:53am 
Thank you for updating!
Zorander  [author] 22 May, 2020 @ 7:47pm 
The mod is now updated for The Warden & the Pauch.
I'm not yet sure about the possible interactions that Grom the Pauch can have with Bretonnia, since he starts in Massif Orcal in the Mortal Empires campaign, but everything seems to work fine.
夕君 18 May, 2020 @ 6:53pm 
love you !!!!
Centauro13 20 Dec, 2019 @ 12:22pm 
Thank you! Like & more like!
Zorander  [author] 14 Dec, 2019 @ 6:02am 
I've updated the mod for the new patch and The Shadow & The Blade DLC.
As an additional minor detail, the new Copher Harbour building chain in Repanse de Lyonesse's starting region now grants 1/2 Green Knight strength to the Bretonnian faction in control of it.

@heavystorm: Difficult to tell without knowing more about your campaign? (:
heavystorm 16 Nov, 2019 @ 1:05am 
@Zorander
Hello.
My Green Knight has 140 MA-MD and 900 Weapon Strength with all the buffs. Is he supposed to be that strong?
The Boar King 13 Sep, 2019 @ 1:16am 
I do still use this mod, yes. Thank you for making sure its updated.
Zorander  [author] 12 Sep, 2019 @ 4:07am 
I've updated for the most recent version of TW:W II (The Hunter & The Beast), in case anyone still uses it :D

@Lycia Pintella: I haven't forgotten about your suggestions! It's just that I still haven't had the time or motivation to go through yet another Bretonnia campaign, and I don't really want to introduce balance changes without being able to back them up myself with my own opinion/experience.
Lycia Pintella 13 May, 2019 @ 2:48pm 
I would also remove the bonus from the Grail chapel (tier 2) and only put it on the Cathedral of the Lady so you can only get it from major settlements.
Lycia Pintella 4 May, 2019 @ 1:57am 
I would knock down the bonuses from one strength unit by about half to start with. I have Bretonnia united, but don't have Grail Chapels in every territory, and the Green Knight has 50 armor, 104 melee attack, 94 melee defense, 648 armor piercing damage, and a 125 charge bonus.

Just on turn 64 right now. He is going to get stronger too.
Zorander  [author] 3 May, 2019 @ 4:18am 
@Lycia Pintella: Yes, I think the balancing needs to be re-adjusted now that CA has given Bretonnia some additional fine-tuning. I haven't had the time or motivation to go through another Bretonnia campaign (I've done quite a few...) since the update. That's the main reason why I put "preliminary update" in the first line after the April update launched.
What would be your suggestions?
Lycia Pintella 3 May, 2019 @ 2:32am 
I love this mod but is there any way the bonuses can be nerfed a little bit? It's trivial to unite Bretonnia now after the latest DLC and that gives you lots of space to build structures that boost the Green Knight. He ends up totally busted.
Revan 25 Feb, 2019 @ 6:54pm 
I've got the same problem as afriggs1982. I just started a campaign a couple days ago and the Green Knight just stands around with no interactions. I can only move him around the map. I've got this mod in conjunction with Blessed Bretonnia too.
Kothra 14 Feb, 2019 @ 12:42am 
I just started a new game and it had the problem. I will try starting a game with ONLY this mod at this weekend.
Zorander  [author] 10 Feb, 2019 @ 4:11am 
@afriggs1982: I'm pretty sure it's not related to this mod. Have you started a new campaign since the Festag Update went live, or is this an ongoing one?
Kothra 9 Feb, 2019 @ 1:47am 
Not sure if this is your mod but thought I would ask. I called in the Green Knight and he can't interact with anything. He has no hero interaction, no ability to join armies, nothing...
Ein sint mann 10 Nov, 2018 @ 9:19am 
works now, thanks!
Zorander  [author] 10 Nov, 2018 @ 7:44am 
Okay for some reason, yesterday's version contained a table that was dependent on some private test file lying around in my mod folder. So it obviously crashed for everyone without that file. That would be the whole world population minus me >.<
Now it really works. Sorry folks, I really oversaw that one.
Ein sint mann 10 Nov, 2018 @ 4:14am 
Same issue here as the others, this mod gives my game the eternal loadscreen. Doesn't matter if I run it on it's own or with others mods enabled. Can you have a look at this?
tato82 9 Nov, 2018 @ 8:01pm 
Having the same issue with the eternal loading screen that pie of doom is describing.
pie_of_doom_2000 9 Nov, 2018 @ 4:59pm 
Ran into an issue with eternal loadscreen on startup and found it happend when I had this mod on. I was running it with other mods but it never had problems with thous ones befor. I also resubscribe and that didnt work.
Zorander  [author] 9 Nov, 2018 @ 12:16pm 
Apparently Steam Workshop trolled me yesterday and did not even accept the updated version I uploaded, while basically telling me that everything worked fine. Never patch on patch day I guess?
But now it's really updated. Haven't found any issues so far, would make sense since Bretonnia wasn't changed at all. Hope everything works for you.
Elitewrecker PT 8 Nov, 2018 @ 6:05pm 
It's probably one of those mods that won't work right away with the new update.
Ewalden 8 Nov, 2018 @ 5:32pm 
I had a problem loading the game, the eternal loadscreen one can get when a mod don't work. I turned all the mods on and off, one at a time, that I currently use. For some reason my game refused to load with this enabled now, just gets stuck at the game startup screen in an eternal load. By trial and elimination I am pretty sure it was this mod.. Which is sad. I very much liked this mod.
It might be a conflict with a mod I have from before, but I haven't installed any new mods lately, and this used to work..
Zorander  [author] 8 Nov, 2018 @ 6:20am 
@Jiushi: I don't think it's possible to turn off certain garrison units while the summoned Green Knight is active, so yeah :/
Jiushi 8 Nov, 2018 @ 6:02am 
Ahh i was not sure if its possible to have then 2 in the same battle.
Zorander  [author] 7 Nov, 2018 @ 3:15pm 
@Jiushi: Yup, like mentioned in the description.
Jiushi 6 Nov, 2018 @ 3:45am 
THanks for this mod. Is it possible to have 2 green knight when you have one with you army which is defending the city and one in the city?
Relyx 17 Aug, 2018 @ 1:16pm 
@Zorander Yeah he just appeared again after a few turns like the other heroes do. So no worries after all. Thanks for clearing that up for me nonetheless :)