Total War: WARHAMMER II

Total War: WARHAMMER II

Flamboyant's WH II Mods
35 Comments
Flamboyant Schemer61  [author] 22 May, 2020 @ 5:28am 
yes I'll whenever I can mate
Schooniatrope 20 May, 2020 @ 8:01pm 
this is great - think you will update after the new dlc?
Flamboyant Schemer61  [author] 2 Jan, 2020 @ 2:34am 
Thanks mate!
Un Poisson Rouge 1 Jan, 2020 @ 12:20pm 
Amazing modder who does a great service for us all! :)
Flamboyant Schemer61  [author] 15 Jun, 2019 @ 5:19am 
I have a patreon account now everyone! I am doing my mods for free, but a little help would be appreciated. Even $1 is worth a lot for me. I'm waiting for your support :
https://www.patreon.com/user?u=21220586
DonYohKu 18 May, 2019 @ 2:09pm 
Awesome! That's all i needed to know, will keep my eyes open for the updates. Thanks again for the work!
Flamboyant Schemer61  [author] 18 May, 2019 @ 3:22am 
thanks for all those kind words mate, I'll start updating my mods tomorrow, though I don't know when they'll all be finished
DonYohKu 17 May, 2019 @ 10:51pm 
As I can imagine you are and have lots of hard work ahead of you updating all these mods. I was wondering though if you have any E.T.A on when you may be finished? There are tons of fantastic mods on here I'm looking forward to playing with the new SFO patch. Thank you, and you are much appreciated!
Flamboyant Schemer61  [author] 26 Feb, 2019 @ 1:22pm 
it should mate. You can also read my profile page description for further info on how to solve corrupted files.
Dain Stryder 26 Feb, 2019 @ 11:19am 
would a reinstall fix that?
Flamboyant Schemer61  [author] 26 Feb, 2019 @ 8:41am 
turn time destroyer doesn't work with them. Other than that, mixu mods are working but as I said, it could be corrupted mod files
Dain Stryder 26 Feb, 2019 @ 8:21am 
Double checked, I am also using dryad's reskin mods. When I turned off all of the mixu lord's mods the game worked again.
Flamboyant Schemer61  [author] 26 Feb, 2019 @ 2:48am 
all those mods are working with themselves + required mods + GCCM mate. It is possible that you have some other mods that are conflicting those or more likely, corrupted mod files.
Dain Stryder 25 Feb, 2019 @ 11:52am 
Along with a couple of sfo sub mods.
Dain Stryder 25 Feb, 2019 @ 11:50am 
Hey I am having trouble getting the mods to work. I am using it along with gccm maps.
Larry Boy 14 Feb, 2019 @ 5:40pm 
Just wanna say your mods are fantastic. I didn't think much of them at first but after trying them you really understand what this game needs to feel more fun.
Flamboyant Schemer61  [author] 6 Feb, 2019 @ 11:17am 
Exactly. You can use caps too but the new units won’t have it, the old ones will though. It’s too much extra work on mods so I really can’t possibly add caps for hundreds of units that my mods adds mate sorry
Flying Fox 6 Feb, 2019 @ 9:40am 
Too bad about the caps. Though I don't suppose that this affects Mixu's lord mods and similar much, as they don't really add units, right?
Flamboyant Schemer61  [author] 6 Feb, 2019 @ 8:51am 
cap system, no. You shouldn't use it. About techs and skills, mostly yes. Those added skills and techs are giving bonuses not to units but unit groups and new units are in those new units groups. I added a few to new groups etc too though. Also, one user pointed out a problem with one of my orc unit, and I'll fix it but couldn't find it yet. Hence, if you find any problems in that regard, let me know. But most of those new units work with skills and techs.
Flying Fox 6 Feb, 2019 @ 7:14am 
Questions about your SFO patches:
1) do you make SFO's unit cap system apply to new units?
2) did you change new skill trees to fit SFO? So that a skill from some Mixu's LL applies to SFO features and unit, for example.
3) the other way around, do SFO skills, Techs and other effects apply to units added by mods you have patches for?

In other words, do you patches go deeper than just balancing the new units towards SFO?
Flamboyant Schemer61  [author] 28 Jan, 2019 @ 4:16pm 
Thanks mate
Brianna The Brave 28 Jan, 2019 @ 4:01pm 
Tremendous work Schemer
Flamboyant Schemer61  [author] 4 Jan, 2019 @ 4:55pm 
I’m OK I guess mate, thanks for asking. The problem is festag patch mate. A lot of mods not updated, or updated for coast which means a lot of compatibility issues. However, I’ll reduce this list ro make a simple working mod list. I have it right now, there are small problems but, mostly working fine. Will launch it alongside a couple mod updates this weekend
Psychooll 4 Jan, 2019 @ 11:18am 
How are the things going mate ? What are u working on right now ? Waiting for others to patch their shit? Im asking because i would like to redownload WHII and play some again but dont know when your "playable" mod pack will come.
Flamboyant Schemer61  [author] 22 Dec, 2018 @ 1:02pm 
most of them don't mate, so u should use no caps option
Ahriman 22 Dec, 2018 @ 12:58pm 
I have a question about submods for new units - do they support the caps/unit rarity in army SFO allows you to choose?
Flamboyant Schemer61  [author] 17 Dec, 2018 @ 2:18pm 
@Cannon Fodder
Thanks mate. I'll also update those collections, but I need to update all of my mods and figure out which mods are still working etc.
8thLegion 17 Dec, 2018 @ 12:31pm 
Compatibility patches might not be as glamorous as big fancy overhauls or unit packs, but are arguably as important if not more. Thank you.
Flamboyant Schemer61  [author] 20 Jul, 2018 @ 5:24pm 
YinYangTW 30 Jun, 2018 @ 8:08pm 
Mousillon maybe?
Rewasder 21 Apr, 2018 @ 7:08am 
that's cool too :)

and i undertand it, it's not major thing xD
Flamboyant Schemer61  [author] 21 Apr, 2018 @ 4:06am 
This is one of Deco's. My next project will probably one of his mods (maybe a new one?), and I will definitely look into this too, but since SFO has some of those units, I can't promise about that. Plus, I will look into my existing mods and will keep balancing them for the next weeks.
Rewasder 20 Apr, 2018 @ 5:32am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1201392754

here it is! :D

4 of the units the mod adds are already added by sfo, and the hero is added as a unit in sfo, you can use that for the balance part, maybe making the hero like a stronger version of that unit.
the units that are already added by sfo you can make so that they don't appear? if not it's having a unit twice.

also, the mod adds buildings and an ability for all units, but i don't know if it'll work with the new ones sfo adds.

well, i think that's all, it doesn't add that many units so i hope it doesn't take you much work.
let me know when u release it :)
Flamboyant Schemer61  [author] 18 Apr, 2018 @ 1:22pm 
@Raegorn
Thanks for your kind words mate, can you give me a link of the mod you want me to take a look? I have to finish ordo d. first, but I may do your suggestion after that
Rewasder 16 Apr, 2018 @ 2:55pm 
Hi! great mods dude :)
Can you do an sfo version of the beastmen expanded roster? It would be great if you could :D