Total War: WARHAMMER II

Total War: WARHAMMER II

Guv's Additional Starting Effect for Warriors of Chaos (Update 2021-07-15)
95 Comments
Guvenoren  [author] 15 Jul, 2021 @ 8:51am 
You're most welcome :D
I have a modded Chaos invasion mod for you to enjoy :) it will be updated in due time, but it will be hard to find issues since I have to playtest more.
Puppychow 15 Jul, 2021 @ 8:22am 
I wish I could do it myself. But thankfully we have wonderful folks like you that keep us knee deep in great mods. Thanks for the update!
Guvenoren  [author] 17 Dec, 2020 @ 10:52am 
Well, either you wait or you do it yourself.
Vollhov 17 Dec, 2020 @ 10:49am 
How boring it is without a mod for the invasion of chaos, the СA tried, but they failed :(
Guvenoren  [author] 2 Dec, 2020 @ 8:55pm 
Heck yeah. I hope the Sigvald script works tho.
Puppychow 2 Dec, 2020 @ 6:55pm 
This is a great mod I love using it. Do you think it will still work after the Twisted and the Twilight?
Guvenoren  [author] 30 May, 2020 @ 4:14am 
yes
Vollhov 30 May, 2020 @ 3:44am 
Does it work without an update?
Guvenoren  [author] 23 Oct, 2019 @ 1:02pm 
@Dirty
Obviously you need to start as Sigvald. That's why it's a faction effect.
Dirty 23 Oct, 2019 @ 12:55pm 
So when starting as Archaon or Kholek starting lord and get to the point where you can recruit Sigvald his dillema choice will not trigger? Only triggers if starting as Sigvald as main lord.
Guvenoren  [author] 18 Oct, 2019 @ 6:54am 
Anyone has any requests or suggestions for Guv's Foundation Skills for Old World Legendary Lords' 2 year anniversary the 17th of December? :) Maybe it's time to implement something new or something smaller?

For more details, head to this recently created discussion on my group:
https://steamhost.cn/steamcommunity_com/groups/GuvsReskins/discussions/0/1607148447813347076/
Guvenoren  [author] 20 Sep, 2019 @ 1:10am 
@0Q0m I removed the mod because I didn't see a point with it. It wasn't that important and I released it from my shoulders because I stopped using it myself.
0Q0m 19 Sep, 2019 @ 10:04pm 
Thank you for all you done Guv, Last time when i play Sigvald that was so cool and make chaos more playable also more fun.
For me i can wait for this, Just take your time and ensure the mod quality, Like always you do.
BTW, I remember you had "Bad Item Rebalance", Are you remove it ? Can i know why ? Thank you.
Guvenoren  [author] 14 Sep, 2019 @ 2:56pm 
Mod is not functioning right now, may cause errors for other mods! Sorry, I will see what I can do
Guvenoren  [author] 4 Sep, 2019 @ 6:53am 
The fault is clearly mine bud, no worries!
Guvenoren  [author] 4 Sep, 2019 @ 6:53am 
Oh crap, you're right! I FORGOT IT STILL SAYS THAT! :O
0Q0m 4 Sep, 2019 @ 6:28am 
I ask because one of the reason is CMF need or not.

"This mod requires CMF (Community Modding Framework) for Sigvalds script to trigger. Also it makes this mod compatible with other script mods."

So i got lil confuse. XD
And Yes !!! Without CMF still working fine here,The event showing up at second round.Sorry for your time. Really! >_<III
0Q0m 4 Sep, 2019 @ 5:49am 
OK !!! Thank you for answer. I will try it tonight. Thank you again.:cozybethesda:
Guvenoren  [author] 4 Sep, 2019 @ 5:36am 
0Q0m just tested the mod, it works just fine. I suggest disabling CMF, since I heared from Vandy once that it's usually not needed now. Disable CMF and test sigvald again for me.
Guvenoren  [author] 4 Sep, 2019 @ 4:31am 
0Q0m oh? So the event trigger doesn't work? I need to test that.
0Q0m 3 Sep, 2019 @ 10:33pm 
Hello Guv XD Another quistion here.
We all know CMF is broken.
After The Prophet & The Warlock DLC until today... still not.
Maybe The Hunter & The Beast comes out we still don't have luck.
So the quistion is without CMF Sigvald's slaanesh trait still not working.
Are you have another plan about that ?
Guvenoren  [author] 17 Apr, 2019 @ 2:23pm 
Mod updated for doomsayer update
Mars 8 Mar, 2019 @ 3:22am 
Np, love the mod btw
Guvenoren  [author] 8 Mar, 2019 @ 2:12am 
@Mars good call, wouldn't have figured that out.tt
Mars 7 Mar, 2019 @ 11:50pm 
Just wanted to point out that this mod is incompatible with "ME Turn Time Destroyer" if you're wanting to start a new game with Sigvald. His script wont fire on turn 2 like its supposed to when the other mod is active. Archaon's and Kohlek's new traits work fine though if you want to leave it on.
Guvenoren  [author] 8 Nov, 2018 @ 8:00am 
I will update the pictures once I can.
Guvenoren  [author] 5 Nov, 2018 @ 2:02am 
@Coffeecoffee yep, I got the word today by a friend. This mod and my refined traits may be tweaked or removed completely. Thanks though for the word :)
Coffeecoffee 5 Nov, 2018 @ 12:54am 
Looks like CA is going to improve most of the LL faction effects and traits next patch:
https://www.youtube.com/watch?v=W-7DKQ8AWxA&
Guvenoren  [author] 13 Oct, 2018 @ 5:13pm 
The bug has now been fixed :D SIgvald works as accordingly :D
Guvenoren  [author] 2 Oct, 2018 @ 12:36pm 
But the effect for Sigvald doesn't work. I need to contact a scripter that is free to help me. So it mgiht take some time. Rest works, except Sigvald's effect.
Guvenoren  [author] 2 Oct, 2018 @ 11:08am 
As an update, I can confirm that this mod does not break legendary items and quests from appearing. Yippie!
Guvenoren  [author] 2 Oct, 2018 @ 9:15am 
Hello, the script for Sigvald may or may not work at the moment. For me nothing happens after choice and also it might corrupt legendary items from appearing. This is still under testing phase.
Guvenoren  [author] 24 Jul, 2018 @ 12:54am 
@Ancient Because Belegar has a very strict gimmick. He's very powerful already :)
Moomoothecow 23 Jul, 2018 @ 4:53pm 
Why no belegar though
Guvenoren  [author] 24 Jun, 2018 @ 2:45am 
@Deathlytree yep :)
MORTEM DRACONIS-VANARIOUS 23 Jun, 2018 @ 5:43pm 
is this updated?
Guvenoren  [author] 13 Jun, 2018 @ 1:00pm 
@Gleen Cross The traits mod changes not even half as the other mods. Foundation skill tree tampers the most with balance.
Guvenoren  [author] 13 Jun, 2018 @ 12:43pm 
@Gleen Cross I have never seen that. That's new to me. I suggest report to:
https://forums.totalwar.com/categories/support-total-war-warhammer-ii-campaign-battle-bugs

That's the forums. Good luck with that. Get images and everything to support, also play on full vanilla.
Gleen Cross 13 Jun, 2018 @ 12:27pm 
Yes, it seems this bug is related with the magic recovering even when you reach 30, so it goes 31, 32, 33 and so on, all the way to 70 in some cases. I was half-way a Hellebron campaign until I noticed this, it sucks man, lol Removed the skill/traits mod, the save game got lost in the proccess. So idk, maybe after the patch things will get better. Don't know if you will have to remade/update all your mods tho, usually new skills were not too "invasive", but traits changes some important stuff
Guvenoren  [author] 13 Jun, 2018 @ 7:50am 
@Gleen Cross But the meter will always stop at 30. in battle
Guvenoren  [author] 13 Jun, 2018 @ 7:49am 
@Gleen Cross Magic depends on a lot of things. How many lords you have that increase reserves, events regions etc. Teclis you can almost count on to always have over 60+ reserves.
Guvenoren  [author] 13 Jun, 2018 @ 7:48am 
@Gleen Cross ooh, you're talking about magic reserves. Huh, never really noticed anything to be honest. It really depends on the region you're on. I will keep my eyes open.
Gleen Cross 13 Jun, 2018 @ 7:31am 
I answered, the magic going all the way through 70 happens with everyone, every faction. I had a level 2 Settra with 58 points on reserve, lol I even questioned a friend who played Tomb kings before, if that was something related to the faction and etc... but no, it's a conflict among mods. What is the one creating it? I have no clue, the close I got was removing the skills mods and GCCM maps, that fixed this issue.
Guvenoren  [author] 13 Jun, 2018 @ 7:07am 
@Gleen Cross But you never answered my questions.
Guvenoren  [author] 13 Jun, 2018 @ 7:02am 
@Gleen Cross I wouldn't know where to start. But GCCM sounds like a good place to start.
Gleen Cross 13 Jun, 2018 @ 6:52am 
Your mod list is not that different than my own, the only differences is that I don't use extra units in general (only decomposed orcs and RoR), the skills issue I mentioned earlier.. And I use the GCCM maps. I removed the maps from the loader alongside with the skills... and the magic issue was gone, so I assumed the GCCM could be the "culprit", lol but I took a look at their comment pages, nobody is complaining about the magic going crazy. So idk... I tried many combinations and I can only replicate the magic issue when I use extra skill/traits mods.
Guvenoren  [author] 13 Jun, 2018 @ 6:34am 
@Gleen Cross I really can't see the issue. Tested with Wurrzag and applied first foundation skill to improve magics. No issues there. You have to explain better buddy.
Guvenoren  [author] 13 Jun, 2018 @ 6:22am 
@Gleen Cross https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1326241849 Here's my mod list that I use during single player.
Guvenoren  [author] 13 Jun, 2018 @ 6:20am 
@Gleen Cross I would definitely would want to see this. Who did you play for this to happen? And images?
Guvenoren  [author] 13 Jun, 2018 @ 6:19am 
@Gleen Cross No way, That can't be true. What type of skills would cause this? I have not seen any of the sorts.