Total War: WARHAMMER II

Total War: WARHAMMER II

The Lost and The Damned.
57 Comments
Dr. Quackers M.D. 8 Feb, 2022 @ 2:58pm 
im sure you have heard but an SFO version would be AMAZING!
Crux2  [author] 19 Aug, 2021 @ 2:40am 
Next time I open the mod up I'll throw out an additional requirement tied to vampires if I can think of one. Or maybe a TK-style unit limit?
Fenris 19 Aug, 2021 @ 2:13am 
the thrall lifeguard very overpower. tier 1, 1 turn recruting and stronger stats than graveguard.
othervise great mod :)
8-The-General-8 26 Jul, 2021 @ 4:59am 
Very nice! Ta!
Crux2  [author] 19 Jul, 2021 @ 4:19am 
Mod updated for Silence & Fury - any issues please report with details.
Мариус 5 Jun, 2021 @ 11:48pm 
I love this mod!:steamhappy::steamthis::steamthumbsup:
Sniggledorf Fumpledink 20 Apr, 2021 @ 2:40pm 
please update
Instant Caulk 10 Jan, 2021 @ 1:52am 
love this! Thank you
Fundayz 22 Dec, 2020 @ 12:32pm 
Oh thank you
Fundayz 22 Dec, 2020 @ 12:27pm 
Would it be possible to get a chaos-only version? I would like to keep Mousillon as my peasant-enabled Vampires.
Crux2  [author] 8 Dec, 2020 @ 2:49am 
Updated for Twisted & Twilight, any issues let me know.
Crux2  [author] 6 Oct, 2020 @ 10:52pm 
Feel free to translate & tweak it any way you like but at this point the mod has been effectively replaced by it's sequel: The Lost and the Damned 2: Full Mortal Jacket. I keep it up because I know some people will prefer the 'light' version.
Gosudar 6 Oct, 2020 @ 9:08am 
Hello, can I translate the mod, with your permission, into Russian? Are there any plans to expand the mod by adding renegade Bretons (rarely mentioned in the lore) and other similar units?
Crux2  [author] 22 May, 2020 @ 12:52am 
Updated for Warden & Paunch. Let me know if anyone encounters bugs, errors or any new issues due to the new DLC.
Newb. 19 Jan, 2020 @ 4:12am 
i love the idea of the thrall guard i cant wait to try this mod out
Crux2  [author] 14 Jan, 2020 @ 12:46am 
Updated.
Crux2  [author] 16 Nov, 2019 @ 2:01pm 
The mod isn't crashing the game for me, I've opened, saved and 'updated' it in the latest version of PFM but no changes have been made - anyone having issues let me know but please double check that it is actually this mod and not a conflict with something else.
thaygiaomap2000 19 Apr, 2019 @ 6:23am 
this mod crash game , please update
Assassin (Bully Hunter) 27 Mar, 2019 @ 3:31am 
@srebrnykloc Go be poor somewhere else please.
Crux2  [author] 10 Nov, 2018 @ 12:55pm 
Yes. Unless thats been broken by an update or something the mortal units won't take damage from being in areas free from corruption.
VenomBlizzard 10 Nov, 2018 @ 12:36pm 
i am wondering are human units are immune to non vampiric attrition ?
Crux2  [author] 9 Nov, 2018 @ 1:17am 
Updated for VC - added mortals to Barrow Legion, let me know if you have a preference/ideas for how to resolve the issue with the new bloodlines mechanic adding crossbows & handgunners.
djdomi44 10 Aug, 2018 @ 1:22pm 
add this mod to total warhammer 1 please
Crux2  [author] 31 Jul, 2018 @ 3:29pm 
Check the link in the description above for the The Lost and the Damned 2 - a sequel incorporating some of the ideas discussed below.
Crux2  [author] 17 Jun, 2018 @ 2:24am 
As for this mod, I can see maybe adding more buildings to the vamp building chain and making the cost/time/requirements to unlock them be progressively harder to get. With stuff like cannons being the last to unlock and maybe require capturing nuln or researching late-game vamp techs.

Copy-pasting-editing more Empire units really isn't hard - but adding stuff like agents and generals would be a huge job and probably beyond the scope of what I could commit to - I lost a-g-e-s trying to add a vamp hero into the Empire in TW1 by reverse engineering other hero mods and it never worked - and as aluded to before the more complicated the mod gets the more likely it will get broken by future updates or conflict with other mods.
Crux2  [author] 17 Jun, 2018 @ 2:24am 
By far and away the best place to learn how to mod units are the various sebidee guides floating around the internet, theres also Magnars youtube channel and the TWC forums. It can be worth looking at previous TW games as many of the methods of modding are the same - also once you know roughly what you're doing sometimes the only way to go further is to download a mod rouhgly similar to what you want to do, crack it open to see how its done, then make your own having seen what places/tables need to be edited.

Rome 2 Guide [www.twcenter.net]

Warhammer 2 Guide [www.twcenter.net]

Magnar's Youtube Channel

Xenofang 16 Jun, 2018 @ 3:22pm 
I see your point, making the easy change would ruin the point of having mortal units for VC. I would love to see what you said your goal with this mod would be once all updates are done and when you have time. For the addition of empire reskinned units for VC.

I drafted an idea for an overhaul of the Von Carstien faction to be more focused on vampire and mortal units. State troops, cannons & vampire elite units. Mannfred fits a more pure necromantic faction, but I would like to see Vlad as a more traditional vampire faction. Lore wise Mannfred is an unwitting servant of Nagash, Vlad wanted to be Emperor to protect his kinds food supply. Chaos corrupted humans are poison to vampires and Nagash would see all life end, which would mean no food or reproduction for vamps.

I have some time off coming soon, so would like to learn how to create units, lords and edit upgrade & skill trees. Any suggestions where to start learning?
Crux2  [author] 16 Jun, 2018 @ 2:15pm 
One of my main concerns is to try and make changes that are as simple and vanilla-compatible as possible - this is precisely why I don't mark these units as skeletons or zombies or whathaveyou. They would end up behaving less like mortals and more like skellies or zombies and that would defeat the point of having mortal units at all.

I'm happy for them to stand as they are for now - I could create an upgrade chain just for cultists or vampire mortals but this would involve more time and effort than I can commit to keeping updated at the moment. My main motivation is for lore and 'flavor' but as I said before, once CA is done with updates I might look at expanding the roster - let me know what changes y'all are interested in and I'll consider them when I get back into modding.
Xenofang 16 Jun, 2018 @ 12:55pm 
Interesting, do you think making that change would have the game think they are undead instead of mortal? If so, that would suck. It would be nice for those upgrades to apply to the mortal units, but not so much if it thinks their undead.
Crux2  [author] 16 Jun, 2018 @ 11:53am 
If I understand the how the upgrades are applied corrently then I don't think so, for the most part. The unit_set_to_unit_junctions table assignes various properties to the units and the vamp/chaos units are only assigned to 'vmp_all' and 'chs_all' respectively - i.e. they would have to be marked as one of the variations of 'vmp_skeletal' in order to recieve upgrades that are supposed to apply to skeleton units.
Xenofang 16 Jun, 2018 @ 10:40am 
A quick questions about the vampire units, do they benefit from any of the research? Like for example would the lifeguards benefit from Grave Guard research bonuses or the spear & crosbowmen benefiting from the skeleton research?
Xenofang 15 Jun, 2018 @ 12:29pm 
@ Crux2 - I love the mod, this is part of what I wanted for Vlad's faction. If you ever get the time to re do most of the empire roster as Von Carstien units that would be cool. Out of all the vampire counts, Vlad used human soldiers when he waged war against the Empire.
Matthew 14 Jun, 2018 @ 10:27am 
I do wish this was compatible with Closer to Tabletop Overhaul, I'd love to use it in my campaign.
Ludwulfh 11 Jun, 2018 @ 4:19am 
Very cool, definitve favorite¨
Crux2  [author] 18 May, 2018 @ 11:28am 
I'll take a look at what I can improve when I get back into regular modding at some point - probs when CA is done with DLC/patches etc.

As for lore I'd just remind everyone that the warhammer fluff is vast, sprawling and often contradictory - it has changed a lot over time and as such it's subject to any number of interpretations. These units are mostly there for use by the player and as such you can pick what you want - it's meant to be able to represent everything from a typical peasant rabble to what might happen if the entire mortal world was conquered. If I had the time and the skill I'd do a full re-skin of most of the Empire roster in vampire attire.

That being said if the AI is using it in ways that seem wrong give me the details and I'll chase it up.
Caradoon 18 May, 2018 @ 1:46am 
I like the mod, but some of the units are abit to strong. In the WH fiction Lahmians Sisterhood keeps what they call Swains who are enthralled bodyguards/noble rakes. In the WHF 1st edition there are occupation stats for Vampire Coven Minions, which I believe from the fiction to be low-level troopers/cultist informants vampire wanna-be's. Not too organized, Sylvania in the lore is place of constant decay.
Crux2  [author] 1 Feb, 2018 @ 2:32am 
updated to fix post-TK unit limits
Crux2  [author] 31 Jan, 2018 @ 10:20pm 
*sigh* I've fired up the mod and have the same issue. I've had a quick scan of the files in PFM and have no idea whats causing it (presumeably something TK related). A quick check of comments on other mods that add units also turns up the same issue - sorry guys, but I'm probably going to have to wait for a more experienced modder to figure this one out, if you see a reference to a solution knocking about anywhere please let me know.
Wolvesgaar 31 Jan, 2018 @ 10:13am 
Sadly doesn't work for me. It say's 'recruitment not possible, please build more buildings to recruit more' where as I haven't even recruited any yet.
Crux2  [author] 26 Jan, 2018 @ 8:56am 
updated 26-01-17 - please let me know if anything isn't working as intended as I've got limited free time at the moment and can't test everything as fully as I'd like to.
𝒦.ℒ.ℬ. 21 Jan, 2018 @ 7:35am 
faved
𝒦.ℒ.ℬ. 21 Jan, 2018 @ 7:35am 
yeah i tried it yesterday and was like damn man, the catapults arent firing, but great work bro,
Crux2  [author] 21 Jan, 2018 @ 7:28am 
Fixed the issue with artillery - could of sworn this worked when I tested initially but the uploaded version was missing a line of animation for some reason.
𝒦.ℒ.ℬ. 21 Jan, 2018 @ 5:07am 
your catapults dont work.
𝒦.ℒ.ℬ. 20 Jan, 2018 @ 6:25am 
well done bro.
Crux2  [author] 19 Jan, 2018 @ 11:00am 
I'm in the middle of a mortal empires run atm but I do intend to update/expand the handful of mods I've made when I get time to do so - I'll see what happens to the necrarch's after tomb kings and if they're still around I'll have another look at which sub-factions get what. Mousillon has a human population for sure though, I was thinking of them as much as Sylvania when I made the mod to begin with - now if anyone feels like customising the mod to their own liking in the mean time but isn't sure how I'd start by looking up Sebidee's "Complete Guide to Warhammer Unit Modding" for a basic intro to the PFM tool, then in this case add the 'units_to_exclusive_faction_permissions_tables' from the main TW2 data.pack file and edit that so that the units in this mod are allowed/banned for whatever faction you like.
!Mad.Max! 19 Jan, 2018 @ 6:30am 
Is it possible to make this units only for the counts of sylvania... cause for me personaly, they dont really fit in for mousillon (in my campaign they used them too).
Also the undead of the necrarch brotherhood use them and...
as we were talkin about lore earlier... necrarchs arent really known for there hospitality of humans ^^
Crux2  [author] 17 Jan, 2018 @ 6:06am 
Certainly possible, outside of my wheelhouse at the moment though. If I ever get into texture editing on a rainy day I'll go back and change it. Or if someone else knows how and wants to kick me over the relavent files I'll happily add it in and credit the work.
The Butlerian Jihad 17 Jan, 2018 @ 4:06am 
Really like the idea of this mod, but i noticed that some of the peasant units have a little shield with the bretonnian coat of arms on their belt.
Would it maybe possible to retexture these, or something like that? Don't know if its possible.