Total War: WARHAMMER II

Total War: WARHAMMER II

Sensible Rebels (updated for T&T)
60 Comments
Crux2  [author] 11 Apr, 2023 @ 5:13am 
There's a data table with a list of factions and what units their rebellions are allowed to spawn with - this mod simply removes units from that list that feel too rare/loyal etc
ThrobbingforMorbius 10 Apr, 2023 @ 9:07pm 
does it increase the size of rebel armies? or just remove elite units?
Revelation 19 Jul, 2021 @ 9:28am 
Nice, love the mod Cruz!
Crux2  [author] 19 Jul, 2021 @ 4:20am 
Mod updated for Silence & Fury - any issues please report with details.
Kaspian22 5 Mar, 2021 @ 11:48pm 
just had an unprotected courone that faced chosen whilst it was in tier 3 and had a shitty garisson as Norsca...
Paucopa 17 Feb, 2021 @ 1:15pm 
i fcking love u <3
Revelation 4 Dec, 2020 @ 11:41am 
yeah i've seen some heavy hitters spawning...
Inardesco 23 May, 2020 @ 1:05pm 
Skaven rebellion spawned with Plague-Censer Bearers and 6 Rat Ogres, several Gutter Runner poison and thats when I crushed it
Crux2  [author] 22 May, 2020 @ 12:38am 
Updated for Warden & Paunch. Let me know if anyone encounters bugs, errors or any new issues due to the new DLC.
OwL_PaRTy 4 May, 2020 @ 5:54am 
ah I see, repelled em anyways but danged, they're gonna be trouble if attacking a minor settlement haha
Crux2  [author] 4 May, 2020 @ 5:25am 
@OwL_PaRTy, I'm going to guess it's probably not a conflict. Greenskins are known for infighting and they don't have 'royal guard' equivalents or war machines that should require a whole industry to support so their rebel roster hasn't been cut down as much as the other factions.

I know mechanically this means their rebels still have quite a few high-tier units but lore-wise having some greenskin rebels cobbling together a few rock lobbers doesn't seem anywhere near as weird to me as Empire rebels pulling reiksguard and volley guns out of thin air.
OwL_PaRTy 4 May, 2020 @ 3:27am 
Does this work with 'the end times' mod? Cuz I just had a 16 man rebel army spawn and instantly siege my capital while im away. They had savage big 'uns and some artillery. I put this above end times mod in KMM
Revelation 18 Feb, 2020 @ 9:11pm 
AH I do so enjoy this mod.
Crux2  [author] 12 Dec, 2019 @ 11:25pm 
Updated
Revelation 16 Nov, 2019 @ 8:59am 
Thank you
Crux2  [author] 16 Nov, 2019 @ 8:54am 
Updated - not sure if it was needed but let me know if any issues crop up.
Crux2  [author] 15 Oct, 2019 @ 5:06am 
My PC has died - it's in the repair shop but depending on what state it comes back in updates could be a while away yet.
mllhild 30 Sep, 2019 @ 1:27pm 
Thanks for the mod. I was always annoyed when your army was Spear men and archers and the Rebels had a full 20 doom stack of end game units at 10 turns into the game.
Its as if a medival revolt had machine guns imported from the future.
Revelation 14 Sep, 2019 @ 1:52pm 
think the mod still works, thanks for your work. :)
Commiss4r 1 Jun, 2019 @ 5:36pm 
is there a way you can rename the db file so its not datacored?
Crux2  [author] 18 Feb, 2019 @ 12:56am 
Not a bad idea for a stand-alone mod though.
Crux2  [author] 18 Feb, 2019 @ 12:55am 
It might be possible but it's beyond my skill. If they used a seperate faction then I reckon it would be easy enough to just alter what units that faction has access to or create new ones for it - but if it's literally the same as a generic public order rebellion then you'd be changing those too.
Peaceoutindexdown 17 Feb, 2019 @ 11:59pm 
Just a regular Dark elf rebellion, which is lame.
Crux2  [author] 17 Feb, 2019 @ 10:58pm 
Hmmmn. I haven't got more than 30 turns or so into a dark elf campaign before. What happens when a slave rebellion triggers? Does it just use the standard 'dark elf rebels' faction or is there a seperate slave one?
Peaceoutindexdown 17 Feb, 2019 @ 3:06pm 
Is there any way to make a mod for slave rebellions? For example, a rebellion for dark elves spawn skaven slaves and a shitty version of flagellants ?
manx2007 16 Feb, 2019 @ 1:26pm 
Tanks. i use it and is great. is a must have for this game, in my opinion.
Crux2  [author] 16 Feb, 2019 @ 2:16am 
As far as I know it still should but if it's having issues let me know.
manx2007 16 Feb, 2019 @ 2:06am 
this mod work with latest patch?
lucky_one 🍀 11 Dec, 2018 @ 10:24am 
Thanks God, I was playing with Teclis and a full army rebel of Sword Masters, White Lions and Phoenixes spawned at my capital on the 15 turn, so, wtf. haha

Thanks a lot dude!
Commiss4r 4 Dec, 2018 @ 4:26pm 
you probably want to add that it replaced the core "data__" table, to help people weigh compatability
Crux2  [author] 4 Dec, 2018 @ 10:07am 
Yes, I understand that sometimes the only way to remove or disable certain things is to have the mod 'replace' the table in question.
Commiss4r 3 Dec, 2018 @ 3:45pm 
does this mod overwrite the "data__" table like cataph's rebels mod does?
Crux2  [author] 9 Nov, 2018 @ 12:28am 
Updated
WarMaster GoreHowl 8 Nov, 2018 @ 11:35pm 
update please, and thank you! :)
Crux2  [author] 26 Jul, 2018 @ 4:55am 
Updated - imported the new rebel list and started over fresh, hydras removed along with the usual elites/rares.
Black_Prince 30 Jun, 2018 @ 8:02pm 
does this mod also affect the new world factions? because when I'm playing as Alith Anar the rebels spawned with a hydra
Crux2  [author] 27 Jun, 2018 @ 10:44am 
I'd be happy to but I've no idea how.
a tree 26 Jun, 2018 @ 8:34am 
Is there any chance you can remove the ranks from the rebels?

The logic behind this is that there is no specific reason for rebel troops to be highly experienced.
Rustic Clover 13 May, 2018 @ 6:26pm 
I'll just have to assume that it's a conflict, because it wasn't a rogue army. It was one of the rebellions that spawn through -100 public order.
Crux2  [author] 13 May, 2018 @ 11:29am 
I've just thought it's not a rogue army is it? This mod should only change what rebels spawn with - i.e. the ones that crop up when public order is low. I'm pretty sure rogue armies draw units from somewhere else as they are basically their own mini-factions.
Crux2  [author] 13 May, 2018 @ 11:24am 
Since I was having a poke around I decided to remove pegusus knights, rat ogres and kroxigors while I was in there. Pegs should deffo have been out right from the start.
Crux2  [author] 13 May, 2018 @ 11:20am 
This mod edits a single file, it's a list of units that the rebel armies are allowed to spawn with and steam tanks have definately been removed from it. Unless the game has some other way of getting units into rebel armies the only thing I can think of is that you are using another mod that conflicts with this one.
Crux2  [author] 13 May, 2018 @ 11:03am 
...huh. ok. I'm going to check on this now.
Rustic Clover 13 May, 2018 @ 4:35am 
So I'm using this and a rebel army spawned as the Empire with a Steam Tank. :|
Crux2  [author] 13 Apr, 2018 @ 2:51am 
All rebel factions are changed to a greater or lesser degree - basically if a unit is supposed to be rare, precious or inherently loyal (royal guards or whatever) its probably been removed from the list that allows it to spawn with rebel armies.
Black_Prince 13 Apr, 2018 @ 2:25am 
does this only change emipre rebels?
Crux2  [author] 29 Jan, 2018 @ 9:46am 
The mod overwrites the vanilla file for faction_rebellion_units_junctions_tables - if SFO changes this as well then it's probably going to be incompatible
Hexatorium 29 Jan, 2018 @ 4:42am 
I get a crash when I attmept to run withSFO
warriorandtoaster 28 Jan, 2018 @ 1:49pm 
Rad, thanks and well done!
Crux2  [author] 28 Jan, 2018 @ 1:32pm 
Updated - see description.