Total War: WARHAMMER II

Total War: WARHAMMER II

Loreful Empires: Great Leader Bonuses (Updated For Silence and Fury)
377 Comments
Gleen Cross 7 Jan, 2023 @ 9:21pm 
This mod is essential, I hope it makes the transition for Warhammer 3
Agent Tower 31 Aug, 2022 @ 5:25pm 
One of my favorite mods, thanks.
hypnos_72 24 Aug, 2022 @ 5:22pm 
Hi! will be there a version of this mod to WH III?
不灭的光芒 20 Sep, 2021 @ 8:54am 
It's strange that almost every time I open a gear my green orcs are killed by dwarves, and the order camp including the Elector is very powerful... My evil forces were wiped out in a dozen rounds
DrunkFlamingo  [author] 16 Sep, 2021 @ 10:33am 
Yes
Sharkpunk 16 Sep, 2021 @ 9:18am 
Is this compatible with SFO?
DrunkFlamingo  [author] 10 Aug, 2021 @ 8:06am 
It tends to make the effects of the script on overall outcomes much milder. All the major factions will pretty much survive, but they aren't guaranteed to expand as far.
DrunkFlamingo  [author] 10 Aug, 2021 @ 8:06am 
It means the script will only ever act in favour of the defender. Same rules apply but major factions will only be super-powered when defending, not when conquering.
Jabel 9 Aug, 2021 @ 5:56pm 
What does the Defensive Battles Only setting do?
DrunkFlamingo  [author] 5 Aug, 2021 @ 12:43pm 
@Darbie means one of you had corrupted downloads or a malfunctioning launcher.

unsub and resub, Verify game caches, use Keadrin's Mod Manager instead of the launcher.
Darbie 5 Aug, 2021 @ 8:53am 
This mod causes Version mismatch with my co-op games. I had 5 mods on, all the same for both of us, even in the same load order, Version Mismatch. turn this one off, no problems.
Primarch 18 Jul, 2021 @ 4:35am 
Alright, thank you for the heads up!
DrunkFlamingo  [author] 17 Jul, 2021 @ 2:22pm 
No. Hordes for the most part are exempted factions (the mod doesn’t touch their battles).
Primarch 17 Jul, 2021 @ 9:39am 
Will this make new Beastmen main faction stay alive longer so they become a threat too?
Kerrberos 5 Jun, 2021 @ 3:07pm 
thanks!
DrunkFlamingo  [author] 5 Jun, 2021 @ 12:44pm 
So basically: the way this mod works, auto resolve massively boosts the chances of major factions against minor factions. This can cause the player's allies and vassals to get crushed in wars very easily against major factions, so we disable it by default. You are correct in that it prevents allies from getting affected by the mod.

You can see what is default using the "revert to defaults" button on the left hand side of the Mod Configuration UI.
Kerrberos 5 Jun, 2021 @ 9:30am 
and if the "script" is disabled for allies, I assume then that allies will not be given advantage or disadvantage based on the mod?
Kerrberos 5 Jun, 2021 @ 9:28am 
is "enable script for allies" enabled or disabled by default? it's unclear whether checking this box will enable or disable it in the mod configuration tool.
Lickher_ish 28 Apr, 2021 @ 11:24pm 
GTFO LMAOOO DEAD ASSS?
Celtik 27 Apr, 2021 @ 11:11pm 
Maybe he's coming back :)
NoMalarkey 7 Apr, 2021 @ 9:31am 
Gotcha, thanks
DrunkFlamingo  [author] 7 Apr, 2021 @ 9:25am 
Celtik quit modding. Other AI mods will similarly work with this one.
NoMalarkey 7 Apr, 2021 @ 8:57am 
You mention "Celtik's Advanced AI", but I can't find that by searching. Has the mod/user been renamed?
Dhi-Yzn 9 Mar, 2021 @ 10:35am 
Hey man, love this mod,

Was just thinking i really like this mod because it keeps the main factions alive. But even then some major factions steam roll and wipe out other major or loreful factions.
Do you think its possible to mod a massive auto resolve bonus to major faction CAPITALS, so that even if they don't build an empire they still survive.

This is not asking to make this or that.. its just a thought :)
GIGroundNPound 6 Mar, 2021 @ 10:57am 
@Drunk Flamingo, I love your mod man, but can you please tone down Karaz a Karak? They shit all over the orcs EVERY time and then it's just this blue wall of Dwarves to the south east. I would rather have the Orcs have priority than the damned Dwarves. I appreciate it.
Forlorn 13 Feb, 2021 @ 7:08pm 
this is compatible with SFO
Barx~ 18 Jan, 2021 @ 4:31pm 
make it compatible with SFO pleaseeee
Zoommeeting 3 Dec, 2020 @ 2:48pm 
Update for new dlc?
DrunkFlamingo  [author] 14 Sep, 2020 @ 12:55pm 
Yes
Darth Alpharius 13 Sep, 2020 @ 10:12pm 
Does this work with the Random Start Position mod?
jhojnows 28 Aug, 2020 @ 3:02pm 
Great mod, always love your stuff, just to check, I see Averland listed as a secondary, but none of the other Empire states. So are the other Empire states considered minor and major factions will get bonuses against them?
Jim 12 Aug, 2020 @ 7:09am 
Yes, it would be nice if this had functionality with the MCT again. It appears to work be default, but the interface is bust.
Ahriman 6 Aug, 2020 @ 10:12am 
Can you update it for new version of Mod Configuration Tool? It shows up in it but the text is missing, it's all blank.
Bareback Hussein Obama 21 Jul, 2020 @ 6:33pm 
unbalances SFO, i dont recommend.
Lemonz 18 Jul, 2020 @ 5:11pm 
Is this multiplayer compatible?
Lampros 18 Jun, 2020 @ 5:27pm 
So basically what this mod is to restore the original CA auto-resolve boni given to the LL factions, right?
xXGamerGirl47Xx 13 Jun, 2020 @ 1:28pm 
Does this need an update?
Hemaka 13 Jun, 2020 @ 1:11pm 
With recent patch waagh is not a separate entity on campaign map anymore, so theoretically that's not needed. Not sure how they're calculated in autoresolve now though. That's why I still have them in major list - together with their LL factions. Just to be safe.
Fundayz 13 Jun, 2020 @ 12:10pm 
When manually adding the new Greenskin factions to the lists should we also add their corresponding Waagh faction to the Secondary Factions list like the other Waagh factions?
kosakop 11 Jun, 2020 @ 11:56am 
@Hemaka I only think of it if the author would agree
Hemaka 9 Jun, 2020 @ 3:10am 
@CrazyIvan
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1168578106
Keep in mind that it's currently outdated - check the comments section for additional info.

@kosakop
I could, but I'm not gonna just steal someone else's work no matter if it's not being updated with every patch.
CrazyIvan 8 Jun, 2020 @ 7:11pm 
anyone have a link to the advanced AI mod in the description?
kosakop 6 Jun, 2020 @ 10:35am 
@Hemaka would it be okay for you to take over the mod as I am a complete greenhead with modding therefore I don't really know how to add the tables or modify them. Of course if the author agrees?
Succulent Chinese Legend 5 Jun, 2020 @ 11:24am 
@Hemaka you're a life saver thanks the advice. I ended up just opening the factions table through RPFM and copying the relevant faction names, luckily I didn't have to find any modded faction names due to the other mods only adding lords/heroes to already existing factions.

I'm gonna see how balanced my changes are then see about editing the auto-confederation section, I've only got 1 or 2 factions from each culture classed as "major" in my list so hopefully there won't be any need to make changes.

I may actually disable it for Empire when I'm playing as them though to avoid getting negative authority from other major Empire factions confederating with the minor ones but I'll see how my changes play out before messing with that.

Thanks again for the help!
Hemaka 5 Jun, 2020 @ 9:19am 
Also one tip - if you'd like to modify the availability of auto-confederation option for other cultures (it's below secondary list in major_empires.pack), you'd have to add there names from "subculture" column, not the "key" one. Vamp coast and Tomb kings can't confed.

Good luck!
Hemaka 5 Jun, 2020 @ 9:19am 
2. Not sure about Mixu's mods cause I don't use them. Perhaps just open his files with RPFM or PFM and look for factions table. But if they won't be there - perhaps it's worth looking into game's database, in which case you'd have to:
- download and install TWW2 assembly kit beta from steam (you get it with base game purchase and it's in tools section, not games) - you'll need it for database files
- open PFM or RPFM and look for "load all game packs" or "load CA packs" options - in PFM it's in "game" dropdown menu
- when they're loaded search for "db" dropdown list, then "factions" table, and open "data_"
- needed names will be in a "key" column as shown in this screen [imgur.com]
As you can see in my case the factions table is modified by some mod (hn_eb_data - propably banners), so maybe it'll be the same case with Mixu's and you'll be able to find your names there :cozybethesda:
Hemaka 5 Jun, 2020 @ 9:18am 
@[BSB] Succulent Chinese Legend
1. Yup - any faction that is NOT listed in one of the two lists is considered "minor", which means that it doesn't get any autoresolve buffs and is susceptible to the "major" factions autowin mechanics. What it means is that unlisted factions get wrecked quickly :steammocking:
I guess it might be nice if you're just bored and want to get to the big LL factions showdown asap, but otherwise I wouldn't use the option to treat secondary factions as minor.
Succulent Chinese Legend 5 Jun, 2020 @ 8:09am 
@Hemaka Hey man I see you're answering a tonne of questons so sorry for asking some more, but I'm making changes to the pack file and just want to make sure I'm getting it right.

I notice there isn't a minor faction list, only the major and secondary factions. Does this mean that if a faction is removed from these lists they're considered minor? I ask because I usually just select the option where the mod treats secondary factions as minor ones in the mod manager so want to change things up a bit by having the actual factions I want in the secondary list instead.

This leads me to my next question which is where can I find the database names for each faction? I use Mixu's LL mods and want to add some more factions to the secondary list that aren't on there yet.

Thanks!
Hemaka 5 Jun, 2020 @ 6:45am 
@hypnos_72
Did you use RPFM or PFM? Try saving .pack file as a separate, new file for example on your desktop, and then copy & overwrite into proper workhshop folder. Also I'm using KMM (mod manager), don't know if it works properly with default CA's launcher.
hypnos_72 3 Jun, 2020 @ 9:45pm 
Hi! @Hemaka. I've personalized this mod many times, but after the new patch I can't get it work properly. I follow your instruction about edit the original mod in its workshop folder, and test it with MCM, but it doesn't appear there.