Total War: WARHAMMER II

Total War: WARHAMMER II

Mortal Legendary Lords TWW2
103 Comments
thecrimsoncavalier 26 Feb, 2023 @ 7:53pm 
This mod does not work. Unless I am missing something, or my load order is messed up. My Lords remain "dead" but the enemy Lords continue to respawn after just a few turns. I recommend you do not install, unless the mods author confirms this works, and I'm just dumb.
Thursdaythe12th  [author] 5 Apr, 2022 @ 1:49pm 
TWW3 version is out
Poacher886 19 Nov, 2021 @ 9:48pm 
@Mr Tarzan. Where do you find that mod please, and is there one that lasts for a more significant 100 turns?
Seymour 29 Aug, 2021 @ 4:32pm 
hey bro, just wondering if ure gonna update this mod. thanks a lot
Mosley was right 21 Aug, 2021 @ 6:30pm 
Thank you! Once your Lord is dead, he shouldn't just magically reappear. CA followed GW's stupid plot-armor method too closely.
Mr. Tarzan 14 Jul, 2021 @ 7:26am 
His mod still works despite not being updated guys...
I have a mod that does the same but where it's set to 30 turns instead of 99999
F.O.A.D. 14 Jul, 2021 @ 6:44am 
Are there any other mods that do this?
Poacher886 27 May, 2021 @ 12:24pm 
Looks like this will not be updated then....shame
♥♥♥♥ 20 Apr, 2021 @ 4:49am 
LET THEM ALL DIE
Poacher886 26 Mar, 2021 @ 6:04am 
Can you update please...please!
Kardymał 1 Feb, 2021 @ 6:19am 
(was defeated like 13 turns ago)
Kardymał 1 Feb, 2021 @ 6:17am 
Azhag came back from the dead and bit shit out of me Kislev... maybe good for lore but I'd prefer him to be dead as the mode said xd
earl kalf 28 Jan, 2021 @ 1:13pm 
can u make a submod so that agents are mortal?
Poacher886 20 Dec, 2020 @ 3:37am 
Excellent, is there a way to alter the time wounded to 100 turns, to allow the major characters a way back after a good amount of time off?
Thursdaythe12th  [author] 5 Dec, 2020 @ 10:35am 
@poacher886 Should still work fine. Does woth throt at least
Poacher886 3 Dec, 2020 @ 9:30am 
update please
Thursdaythe12th  [author] 8 Aug, 2020 @ 1:32am 
Should change to a generic Lord. Franz is still in your game, he's just unplayable. He'll still be the faction leader though, just in name only.
ODIAR 7 Aug, 2020 @ 3:07pm 
@Thursdaythe12th "He shouldn't be leading an army in your campaign for the next decade or so." and then the leader changes to someone else?)
Thursdaythe12th  [author] 7 Aug, 2020 @ 2:24pm 
Just a flaw @ValorWer. It only takes them out of play - they'll still be classed as the faction leaders.

He shouldn't be leading an army in your campaign for the next decade or so.
ODIAR 7 Aug, 2020 @ 1:27pm 
My Karl Franz was killed and the mod worked! O sits 10k turns, but in the diplomacy window he is alive and still rules the empire, is this a bug or a flaw in the mod?
Thursdaythe12th  [author] 23 Jun, 2020 @ 12:49pm 
@thesimphany

Yeah I know. I'd be in favour of giving lords a small unit of bodyguards too. Doesn't quite look right seeing one guy on foot running around in an army of thousands, especially as he's the most important person there.

Let the bodyguards change to mounted when lord goes on a horse, and let lords on monsters be on their own.
thesimphany 23 Jun, 2020 @ 12:24pm 
I Don't Understand Why They did not implement Faction leaders killable. I've played every other total war game other then warhammer and This is A giant immersion Killing Turd and Other then your mod theres no Mods to Kill them and Its Lame sauce.
Brilloc 25 May, 2020 @ 2:23pm 
I see it updated now. Nice. Thanks
Thursdaythe12th  [author] 25 May, 2020 @ 1:56am 
Tried updating it but it doesn't seem to be refreshing on the workshop. Works fine though!
Brilloc 24 May, 2020 @ 10:16pm 
Hey, love the idea of LLs dying permanently. Any plans for update (The Warden & The Paunch)?
WarDog 10 May, 2020 @ 3:32am 
@Thursdaythe12th Yes he must have i guess! Solland got swallowed by Vlad, so that must have happend then. Im sure the AI got him killed, i didnt even see him once before.
Thursdaythe12th  [author] 9 May, 2020 @ 1:28pm 
@Wardog Did he get killed before he was recruited? Sounds like he died 42 turns ago :(
WarDog 9 May, 2020 @ 11:57am 
This mod messed up my playthrough! I was 70 turns in with empire and karl franz and wanted to recruit Gelt as a new lord but guess what?! He can only br recruited in 9957 turns!!! Is there a workaround? I tried disabling the mod but that didnt work! Would be great if someone could help.
Thursdaythe12th  [author] 20 Apr, 2020 @ 1:28pm 
@t.ulver tried to upload the old one for you but the workshop won't let me. I'll try again tomorrow.

If not, add me and send your email over and I'll post it you you directly.
t.ulver 20 Apr, 2020 @ 10:07am 
Yeah, it works, it works. They are dead. Thank you!

I would like to ask for an upload of the old file for customization purpouse. Maybe as another mod? Would be nice to see my vampires and Tomb Kings undead again. Also I have an idea for much bigger changes. Wounded time base on race of the faction. Elves will heal faster than man etc.
キャンディーアップル 19 Apr, 2020 @ 1:46pm 
That was quick, thanks man!
Thursdaythe12th  [author] 19 Apr, 2020 @ 11:15am 
SFO Overrode the value - Venris set it to 8.

Renamed the table to move in up the priority chain. Tested with SFO and this - Morathi stayed dead.

Should be fine now.
キャンディーアップル 19 Apr, 2020 @ 9:37am 
I killed Morathi in battle and she was back a few turns later. This mod is above SFO.
Thursdaythe12th  [author] 19 Apr, 2020 @ 5:25am 
Quick one t.ulver - could you move this mod higher in the priority list? If it's ahead of SFO it should override it. If not I'll upload the old one :)
t.ulver 19 Apr, 2020 @ 4:45am 
@Thursdaythe12th
I did more tests. Mod works on vanilla, but there is a conflict with SFO. I didn't think about it, because I was playing with both for years. No issues at all. I guess I will need old version of the mod. If it's not a problem, please upload previous file.

Yes, yes... ulv wasn't sneaky. Didn't make save copy. I can always delete file, unsub mod and sub again, he thought. Yes, yes... no, no. ;)
Thursdaythe12th  [author] 18 Apr, 2020 @ 3:41pm 
Hi t.ulver, sorry to hear it. The table and method of extending the wound time has changed, so the old table isn't in there anymore.

Because this is a universal value it should affect all lords or none. Theoretically if another mod edits this value too one will override the other. Just checked on a new Kroq-Gar campaign, got him killed on turn 1 and he's dead for 9999 turns. Is it an existing save you've used? I'm not sure what the effect will be on saves.

Does another mod you have override the table in this one? If you use KMM click on the conflict tab on the mod and it should show you which mods are in conflict.

If it is because you're using an old save and this needs a new campaign to take effect, I've saved a copy of the old version with the two large tables in, in case I ever needed them in the future. I could upload this for you, worst case?
t.ulver 18 Apr, 2020 @ 12:23pm 
Hey, mod doesn't work for me. In my campain Kroq-Gar was coming back. I did test with Karl Franz. After death in battle he was wounded for 7 turns. When I tried to open mod file there was no table with lords. I edited thouse tables previously to make vampires and Tomb Kings immortal (wounded for 20 turns instead of dying). It was working. Am I missing something here? The same with your other mod.
Thursdaythe12th  [author] 13 Apr, 2020 @ 4:54am 
Updated with different tables. Should affect all characters in the game, and should be future-proofed.

Noticed you can still use the old tables with the new one added today to give specific recovery times to some characters. For example, the Von Carsteins.

Would probably be a good idea to save your campaigns in a new slot after this update though, just in case
troutrecon 12 Feb, 2020 @ 1:55pm 
Thank you!!!
Thursdaythe12th  [author] 12 Feb, 2020 @ 1:40pm 
Thanks @troutrecon. Genuinely don't know how I missed it. The companion mod giving a 20 turn wound time has them. Hope it didn't mess up a campaign there.

Will look into the character_convalescence_time_base value over the next few days. Should future-proof this from human error, assuming the code doesn't change again as it did after vampirate DLC.
troutrecon 11 Feb, 2020 @ 6:09pm 
Hi Thursday, Love this mod but it seems that the Lords from the Queen and the Crone DLC seem to be missing from the mod (Alith Anar, Alarielle and Hellebron). Discovered this while in a war with the High Elves. Confirmed after viewing the files with pack file manager. Didn't want to try to add anything/edit the files. Can you look into this? Thanks.
georgebullen 10 Jan, 2020 @ 9:00pm 
thanks StZoO
SaintZu 4 Jan, 2020 @ 12:54pm 
@Lampros seems like it. I don't know if there are any other effects I'm not seeing, but when one of my heroes or lords is wounded they use the new value (7 in my game) for how many turns they are incapacitated. Haven't been able to see for sure whether it affects AI characters yet.
Lampros 4 Jan, 2020 @ 9:34am 
StZoO,

So it's just one table, and it changes every character?!!!
Thursdaythe12th  [author] 4 Jan, 2020 @ 9:25am 
@StZoo Will look into it. If true would be a much tidier way of doing this, and would future-proof against any new factions - modded or official.
georgebullen 3 Jan, 2020 @ 9:36pm 
this other mod that makes them wounded for 20 turns, whts it called?
SaintZu 3 Jan, 2020 @ 6:44pm 
I might be overlooking something, but someone on the CA forums suggested I modify character_convalescence_time_base in the campaign_variables table. The default value is 5. When I went in and changed that value it looks like all characters wound recovery time was changed to whatever I changed it to if I get wounded (not replaced though, only wounded).
Thursdaythe12th  [author] 2 Jan, 2020 @ 11:33am 
@StZoO you need to add 4 to the recovery time to get the in-game effect.

The other mod has 15, giving a recovery time of 19 (20 including the turn they were wounded).

Change all the numbers to whatever you want. When you play the faction on the campaign map hover over the faction icon on the upper right. It should say "Wound recovery time +X" in red if it's worked.
SaintZu 1 Jan, 2020 @ 1:07pm 
@Thursdaythe12th thank you! Just so I understand you correctly, if I go through and change all the 9995 to 6, that should change the default wound recovery time for all lords and heroes to 6 as long as the mod has at least a single named character for each faction in the game? (which I'm assuming there is, your list seems pretty thorough). I'm assuming the new values will still be affected by skills/items that modify wound recovery time, but let me know if that's not the case.