Total War: WARHAMMER II

Total War: WARHAMMER II

Mousillon city of the damned
57 Comments
Turin's Love-Child 2 Oct, 2024 @ 8:13am 
Hey Igor, any chance you could send me that file? I would like to try that but don't have Warhammer II installed
Igor Kool 3 Jun, 2023 @ 3:08am 
huh, just slapped this on top of wh 3 game and it seems to work.
Igor Kool 3 Jun, 2023 @ 2:52am 
no love for wh 3 :(
jfzKayoh 31 May, 2022 @ 1:19pm 
Ok got it! Thank you so much for your help!
creme_de_la_bear  [author] 31 May, 2022 @ 6:44am 
not quite: you can get rid of the custom skin texture alone by doing the following:
1.my mod in rpfm
2. open the folder named WH_variantmodels
3.find zombies, open their TEX folder.
4. delete what you find within related to zombies.dds . that will delete the custom mouldy zombie skin.
jfzKayoh 29 May, 2022 @ 1:52pm 
Wouldn't that alter the uniforms you have? I'm not too savvy with rpfm; It's not the uniforms that I dislike; it's the color/shade of their skin. Their uniforms and the tattered look some of them have adds to their looking as though they were just raised- which is perfect and I wouldn't want to change that.
creme_de_la_bear  [author] 29 May, 2022 @ 6:15am 
glad you like it JFZ, on the zombies if you open RPFM and go to my zombie retextures you should be able to delete the textures, this will mean basic zombie textures come through.
jfzKayoh 26 May, 2022 @ 5:37pm 
the skin of the zombies, I mean.
jfzKayoh 26 May, 2022 @ 5:37pm 
I am not sure if you're still active or not but I just want to say what a marvellous mod this is! It works perfectly- at least for me. I just want to give some feedback regarding the zombie reskin- it is a tad bit too yellow (almost comical). Everything is just astounding and, in my opinion, rivals the Dyrain reskin.
Paranoid 3 Jun, 2020 @ 1:41am 
Thank you Creme!
creme_de_la_bear  [author] 2 Jun, 2020 @ 10:40pm 
Done! should work fine
creme_de_la_bear  [author] 2 Jun, 2020 @ 9:06pm 
blast, I'm currently going through the process of fixing/updating all my mods. I will get to this one
Paranoid 2 Jun, 2020 @ 8:20am 
It just outright crashes for me, hope you can find the time to fix it. I really Enjoy this mod!
creme_de_la_bear  [author] 31 May, 2020 @ 2:01am 
does it not work? it should still work. just tick load out of date mods
Paranoid 30 May, 2020 @ 8:17am 
@Creme_de_la_bear Will this be updated for the new DLC?
Mumion der Unsterbliche 14 Sep, 2019 @ 8:01pm 
Update for new DLC ?
creme_de_la_bear  [author] 23 Oct, 2018 @ 12:01am 
as for the second part, let's get the red duke visible first :P
creme_de_la_bear  [author] 23 Oct, 2018 @ 12:01am 
hey @el_gato: the reason for that would be that you have another mod that also reskins the red duke. try disabling all other mods except this one and tell me if he still appears.
V 22 Oct, 2018 @ 12:10pm 
Hello i have an problem i tried an custom battle with the red duke but hes invisible i can only see his sword one the ground... i then tried to make my own version of the red duke in an sepereate mod only removing his shield and that also made him completly invisible do you have any idea why that is happening?
creme_de_la_bear  [author] 10 Dec, 2017 @ 4:28pm 
Well: the description for skeleton swords says "armed with swords" , you can't really diverge too far there. as the framework for skeleton swords is already layed out. It'd be like giving the skeleton spear units axes and swords so they look cooler. they'd have more variety sure but the unit identity would be lost. I got away with it using zombies as they don't have a unit identity, being a shapeless mass of dead things.

these are things I took into account when doing reskins :)

MidKnight 10 Dec, 2017 @ 1:13pm 
@creme_de_la_bear Well I'm very glad to hear that, but I don't understand your first responce. I'm not talking about any gameplay changes. Do you mean the idea of Skeletons swinging around different weapons with the sword animations? Some units are called "axe infantry" or "mace infantry" but it doesn't really affect their stats, And I only mean to replace some weapon models within the unit. You've done such great work so far, whatever you decide is fine but I wanted to explain my suggestion.
creme_de_la_bear  [author] 10 Dec, 2017 @ 12:26pm 
you are in luck though a night ago I was contemplating doing some custom retextures of the falchions
creme_de_la_bear  [author] 10 Dec, 2017 @ 12:26pm 
@midknight: I thought about it but gameplay beats flavour sometimes.
namely 'skeletons "sword and shield" hahaha
MidKnight 10 Dec, 2017 @ 8:20am 
Would you ever consider swapping out more of the Skeleton Warriors swords with axes and maces? I don't know if that is a difficult or annoying task but I've never seen any mod that's done this before, and I think they look a little boring all wielding swords.
Radical Spoon 9 Nov, 2017 @ 5:38am 
Well if you're open for a suggestion: use the bretonnian lord/paladin clothing set without the cape, properly colored in Mousillon's faded yellow and black, rusted looking bretonnian bucket helmet (you know, like the one you used in the old mod) and a custom black grail knight shield, or a yellow shield with a large black fleur de lis.

Otherwise I'd suggest perhaps waiting for the release of tomb kings (and can we hope, Araby?) to bring us some more exotic assets to work with.

creme_de_la_bear  [author] 8 Nov, 2017 @ 8:44pm 
@Sg Radical: yes, the new lord reskin/retexture variants are as follows.
Blood Knight
Bret Knight
Ex Empire Knight
pirate/borderprince/estalia noble
Fallen Witchhunter

as Im not completely happy with the fallen witchhunter I might end up trying to swap him out for a different bretonnian cultured vampire. Just need to find some gear which suits then edit the gear. In this I'm actually open to suggestions if you have any ideas for a culture/type of vampire lord, aka model bits I can use as a base to edit :P

the wight kings also have the same treatment but memory is even foggier(they got a lot more custom textures )
2ethereal wight kings
2x bret wight king
1xother spooky wight kings
Radical Spoon 8 Nov, 2017 @ 2:16pm 
Hey creme, I haven't had the chance yet to see all your new lord designs. But I was wondering, is the old model (mix between vampire and bretonnian lord) still among them?
creme_de_la_bear  [author] 6 Nov, 2017 @ 3:11pm 
@mr puppies: yeah it was shown as a proof of concept in the hype leading to the release of warhammer tw one as "this is what the mod launcher could look like" so it's official, instead though we got the same aging mod manager as ever lol. unfortunately the last time I've seen any official ca statement on the mod manager was when the terry map editor tool was released and I asked in stream about what happened to the improved mod manager, is something else in the works, pls give profiles ect and the answer was along the lines of " maybe somethings happening, we definately havent forgotten" .but that was 6+months ago :P
Firepengu 6 Nov, 2017 @ 2:45pm 
@creme that mod manager looks insanely better and I hope they add it!
creme_de_la_bear  [author] 6 Nov, 2017 @ 6:49am 
@mr:puppies; thank you for understanding, really I’m hoping instead of complaining here people will bother ca for that better mod manager they implied would be in the first game, http://neurogadget.net/wp-content/uploads/2016/05/Total-War-Warhammer-mod-manager-1.jpg
Like this one, or at least mod profiles\presets so I could simply have a preset called ‘mod variations’ stick in the variant mods which I don’t have to manually toggle off and on after every hotfix/patch whatever nor clutter up my mod manager with another dozen mods I wouldn’t be using. I suffered through hosting many mod variants in wh1, not again

@sg radical: back and better than before ;p
Actual texture editing this time
Radical Spoon 5 Nov, 2017 @ 9:53pm 
Yes!!! Its back!!
Rachel L 5 Nov, 2017 @ 10:36am 
@Puppies, i know how to do it, that isnt a problem. Tough, i have to disagree with you on the selfish thing. It is being selfish especially if he expect to also donate to him if they like the work (i know we dont need to donate to him, but completly ignoring the comunity and not even allowing someone to upload a custom version with the due credits... common)
Firepengu 5 Nov, 2017 @ 10:30am 
@creme I hear you creme but a lot of people don’t know how to mod despite how simple it is to just open PFM and what not. But it’s your mod and your hard work so I totally respect your call. I understand not wanting to separate your work out and how it will take time to manage the separate mod.

@Rafal I hear you and sympathize but creme made this mod foremost for his own enjoyment and was kind enough to upload it to others in case their interested. It’s not selfish really, some people make mods for different reasons, like personal enjoyment. The fact creme uploaded at all is a sign that they’re not selfish at least. That said I can teach you how to PFM if you’d like to make the changes yourself
Rachel L 5 Nov, 2017 @ 8:26am 
@Mr. Puppies, i sent you a friend request
Rachel L 5 Nov, 2017 @ 8:22am 
@Creme, you could stop being like that and let someone upload the version without the lords, becuase if you actually cared, you would see that A LOT of people dont want the vampire lords reskin.
That what you are doing, is being selfish. A lot of people dont even know what PFM is and wont even bother trying to know what it is.
creme_de_la_bear  [author] 5 Nov, 2017 @ 4:05am 
you are welcome to modify my mod privately and do whatever you like with it mr puppies: but as for publically hosting an altered version afraid not :) , anyone wanting no lords can simply open pfm and delete the vampire_lord entries 1-5, and the wight king entries 1-5. Since in this version they are actual custom retextures I'm disinclined to remove something I really enjoy and put many hours making for my own enjoyment :)
Firepengu 5 Nov, 2017 @ 1:06am 
Creme I could make a version of your mod here without the lords that will A stop people from bugging you and B be kept up to date by me. I could give all attribution and credit to you and link to this mod.what do you think
Turin's Love-Child 2 Nov, 2017 @ 3:59pm 
This is one of the very best mods out there...when it doesn't change all vampire count lords...
Firepengu 31 Oct, 2017 @ 9:54pm 
I hear you! but there's an easier way then having to resubscribe. if you just keep the mod variant in an organized folder you can just copy paste it back into the .data folder and upload, whenever an update hits. But yeha having a ton of mods sucks, you still gotta do that for every single onel ol
creme_de_la_bear  [author] 31 Oct, 2017 @ 8:38pm 
@Mr Puppies: yeah I can delete them from the launcher but then whenever ca drops an update I have to resubscribe, update the mod,then repeat the process.
I did it in wh1 with all the variants and it's just infuriating when you already have several variants!
Firepengu 31 Oct, 2017 @ 8:27pm 
if you delete them from your launcher it only deletes them from your .data folder and not from the steam store or anywhere else you have a version saved
Firepengu 31 Oct, 2017 @ 8:26pm 
@creme you can delete your own mods after you've updated them from the launcher! just make sure you have a back up in a different folder. That way you can update the redudant/variant mod and not have to see a bunch of variants of a mod in your launcher
creme_de_la_bear  [author] 30 Oct, 2017 @ 9:33pm 
@rafal: see faq Q: WHY DONT YOU SEPARATE THE MODS INTO 400 VARIANTS:
A: because due to the nature of mod launcher hosting multiple redundant mods which are inactive is tedious annoying and time consuming. Once we get an upgraded mod launcher sure :)
Rachel L 30 Oct, 2017 @ 8:05am 
@creme, can we get only the Mousillon reskin (+rors) without any changes to lords (including the red duke) and the trees?
creme_de_la_bear  [author] 30 Oct, 2017 @ 8:00am 
@Malekith: reskin only mod lite Malekith! ,ever since hyping before wh1 release I was hoping for red duke so to get him in the welf patch was too good!
Vorturius 30 Oct, 2017 @ 5:36am 
Any chance of changing the leader to Duke Merovech the Mad since he is more lore appropriate for Mousillon than the Red Duke, or failing that adding him as a LL for the faction and making him immortal so if wounded he can be resummoned after the 5 turns or so wounded state?
chrisero420 29 Oct, 2017 @ 9:59pm 
Bravo, excellent work
creme_de_la_bear  [author] 29 Oct, 2017 @ 8:37pm 
@Mr Puppies: yeah it frustrated me to no end, there is an actual fix I could do by making clone versions of the lords essentiall;y but then the files that the mod would modify would cause incompatabilties in faction unlockers haha.

@mrflackattack: This mod is a vast reskin and retexture of existing units, no stats are changed and it is completely save game compatible.

second line of the mod description friend. the ai has access to alll the reskins yes
MRFlackAttack 29 Oct, 2017 @ 4:35pm 
Does the AI have access to all these new units or only the player?
Firepengu 28 Oct, 2017 @ 4:29pm 
I understand. Nice work around from the issue with the Mod's lords in WH1