Total War: WARHAMMER II

Total War: WARHAMMER II

Tireless Undead - No Fatigue Effects For Undead
39 Comments
thegreywaren 1 Jun, 2022 @ 8:49am 
when a unit has (strong vigor) like a mourngul haunter or depth guard the mod does not give them perfect vigor. could you make it so it does?
Gabriel Corporan 18 Dec, 2020 @ 6:32am 
Update Please
Ceeno 16 Nov, 2020 @ 3:43pm 
Ah sweet, ty
Red Duke  [author] 16 Nov, 2020 @ 3:42pm 
+Ceeno
It will be compatible with mods that use the attribute groups already in the game. This will include most normal infantry and cavalry, but there is a good chance that many monsters or RoR will not be affected.
Ceeno 16 Nov, 2020 @ 3:40pm 
is this compatible with mods that add new undead units?
Papa Nurgle 16 Apr, 2020 @ 8:57am 
Nice thanks man
Red Duke  [author] 16 Apr, 2020 @ 1:01am 
+Papa Nurgle
Yes, as well as all undead minor factions.
Papa Nurgle 16 Apr, 2020 @ 12:42am 
Does this affect Mousillon?
Havean 31 Jan, 2020 @ 8:05am 
My vampire hordes no longer need to catch their breath after climbing a ladder!
nightmares42 16 Sep, 2019 @ 1:38pm 
you forgot the standard mournghoul's attribute
Red Duke  [author] 26 Apr, 2019 @ 12:40pm 
+theblackheart
The mod is up to date. Disregard CA's terrible launcher not showing it as updated.
theblackheart 24 Apr, 2019 @ 4:25pm 
update?
LimeUser 23 Feb, 2019 @ 1:02pm 
Just checked and it works for the Elite Vampires mod and it is GLORIOUS
LimeUser 23 Feb, 2019 @ 12:55pm 
I feel like i should read more comments BEFORE asking a question..... :steamfacepalm:
LimeUser 23 Feb, 2019 @ 12:54pm 
Does this add PV too ALL undead units including mods or only base units?
Red Duke  [author] 19 Feb, 2019 @ 2:51pm 
+Brightest Light
I don't think so. It makes them stronger, but not to an unreasonable degree.
Bitcoin Barry 19 Feb, 2019 @ 12:34pm 
doesn't this make undead op?
Red Duke  [author] 4 Jan, 2019 @ 9:35pm 
+Cloud
Yes.
Pers0na 4 Jan, 2019 @ 12:13pm 
Does this apply to AI as well?
Remember No Russian 21 Nov, 2018 @ 4:00pm 
Thanks :KneelingBow:
Red Duke  [author] 10 Nov, 2018 @ 4:51am 
+Remember No Russian
I put out an update yesterday, but because the file was completley identical to the old one steam didn't register it as having updated. I changed the file up a bit, should read as updated now, even though nothing in the file changed (or needed to change).
Remember No Russian 10 Nov, 2018 @ 4:40am 
update
Red Duke  [author] 7 Jun, 2018 @ 6:34pm 
+Aryvian
Sorry bro, a new Steam Content Agreement came out and I didn't realize I had to accept it. Thanks for telling me! Let me know if you still have trouble accessing it.
Aryvian 7 Jun, 2018 @ 2:06pm 
The Tomb King version doesn't exist anymore or is hidden! HELP! ):
Red Duke  [author] 18 Apr, 2018 @ 11:10pm 
+Ashugran
I'll look into why the Scorpion Legion and Catapults aren't getting it. Presumabley it's because they use ability sets that came out after I amde this mod, which I missed while updating it. However, for the various mounted units on Constructs, I believe it is due to them having construct replace their undead modifier. Nevertheless, I'll look into it and get an update out.
Ashugran 18 Apr, 2018 @ 10:23pm 
+Red Duke
np...

The King Nekhesh's Scorpion Legion is a variant of the Skeleton Spearmen so also not a Construct...


As for the Tomb Prince and Settra, there is it only for the 'on feet' variant not there for the mounts it is... even for Settras Warsphinx... only when they are on feet it is not... kinda strange...

Well, the catapults are classified as a undead so it should be handled like the casket of souls which has it. just saying for argument's sake xD if you don't want it in it its ok^^
Red Duke  [author] 18 Apr, 2018 @ 2:51pm 
+Ashugran
To cover constructs like the mounts for heroes and the skeleton skull catapult, you need to download the mod that covers constructs, which I linked in the mod description. Thanks for letting me know about the horse archers, I'll see what's up with that.
Ashugran 18 Apr, 2018 @ 6:43am 
Thanks for the mod

You missed the Screaming Skull Catapult, Skeleton Horsemen Archers, King Nekhesh's Scorpion Legion. As for the Tomb Prince and Settra there is it only for the 'on feet' variant, while the mounts have it ...
Red Duke  [author] 16 Feb, 2018 @ 5:05pm 
+MustDy
It depends on how the mod does it. If the mod is sticking with standard CA groupings it should be fine, as the mod adds a lack of fatigue to groups of units. For example, anything that has a unit with no special abilities that is similar to the default units should be fine, but you'll have to test it out on a mod-to-mod basis
Red Duke  [author] 16 Feb, 2018 @ 5:04pm 
+Red Eclipse
Working on my end. See if there is another mod conflicting with the mod.
MustDy 16 Feb, 2018 @ 4:49pm 
As I get, mod hust adds new trait for all vanilla undeads, so any mod units will not have it?
Red Duke  [author] 25 Jan, 2018 @ 8:39am 
+Gaz
Yes. If you want a version that applies to the tomb kings constructs, such as the ushabti and the Necrosphinx, as well as their undead, check out the link in the description of this mod.
Tiber'us 25 Jan, 2018 @ 7:59am 
has this been updated and work with TKs armies?
ihKu47 14 Jan, 2018 @ 11:12am 
@Red Duke Good point, hadn't thought about the autoresolve. Besides, even if it would give VC a further edge I'm not really opposed to fighting against an even more dangerous undead scourge while testing out the mod :)
Red Duke  [author] 14 Jan, 2018 @ 10:55am 
+ihKu47
I haven't done much testing, but this mod isn't really intended to be balanced. I don't think it affects autoresolve, so campaign balance should be about the same outside of battles, where Vampire Counts will have an obvious advantage.
ihKu47 14 Jan, 2018 @ 10:18am 
Thanks for the mod! I used a similar one in the first game, for similar reasoning as you state on the mod page. Not sure how this will affect the overall balance of the factions, have you done any testing with it yet?
Hawk 13 Jan, 2018 @ 12:47pm 
@Red Duke No they aren't, so you have to remove the undead target if you want spells like invocation to still be able to heal all your units. I left Master of the Dead as an undead only heal and changed the others. Pretty cool having to balance your armies a bit more, but all depends on how far you want to go. Best of luck!
Red Duke  [author] 13 Jan, 2018 @ 12:30pm 
+LuckySpade
Thanks for checking out the mod. I can see a lot of work has gone into your mod, it seems very well done. I like how there is a proper mechanic to represent the crumbling of armies that occurs in the tabletop once a lord dies. However, I do generally enjoy the leadership effects implemented in vanilla, as they are very similar to the Unstable rule on the tabletop.

Having vampire and ghoul units flee is a very nice feature. Are they still considered undead for the purposes of spells?
Hawk 13 Jan, 2018 @ 12:00pm 
Hey Red Duke, just to let you know that you can check my battle overhaul if you want more ideas for how to make the undead more lore-friendly. I basically removed fatigue and made them unbreakable (which makes morale a non-factor) and tied there existence to the caster's HP level. I also seperated bound minions from non-bound (Since other vampires, vargheists etc aren't reanimated).

There isn't any ideal way to implement their reliance on the caster with the current triggers, but the system I came up with has it so that when the vampire lord/master necromancer's HP falls below 10%, all bound minions then go back to being lifeless corpses. Might give you some more ideas for expanding this mod :)