Total War: WARHAMMER II

Total War: WARHAMMER II

Sons of Grimnir - Compilation (SFO)
102 Comments
Mystical Llama  [author] 13 Jan, 2023 @ 5:47pm 
@Sir Ironclad - This page is for a Warhammer 2 mod. There is no official SFO release for this mod on Warhammer 3 yet, since SFO is still in Beta. The SFO team are supposed to do a full release sometime this month, at which point I will issue an official SFO patch for Sons of Grimnir.

I'm too busy to update my mod every week chasing after betas these days. Thank you for your patience!
Sir ironclad 12 Jan, 2023 @ 2:47pm 
this dosent show up on my load order
Jon 29 Aug, 2022 @ 12:46pm 
Just this as its a standalone.
HughJanus69 4 Jul, 2022 @ 5:40am 
do you need the originals or is this standalone?
n.pedrazalis 10 Jun, 2022 @ 8:54am 
lovee this mod
Mystical Llama  [author] 9 Mar, 2022 @ 1:07pm 
Yes, it is multiplayer compatible.
SourCreamLegs 9 Mar, 2022 @ 10:34am 
Is this multiplayer compatible ?
GLORY 12 Dec, 2021 @ 9:44pm 
AMAING!!! GREAT!!!!
Anarky 12 Dec, 2021 @ 12:56pm 
Thank you so much for updating this.
Mystical Llama  [author] 12 Dec, 2021 @ 9:26am 
This should now be updated to function with the latest version of SFO. Sorry for the wait, folks.

I've tested this about a dozen times and everything seems to be working normally, but let me know if I've missed anything.
奥威尔·切瑞先生 11 Dec, 2021 @ 4:50am 
Update, please:lunar2019crylaughingpig:
Mystical Llama  [author] 5 Dec, 2021 @ 2:59pm 
I'll update as soon as I can, folks. But I'm currently out of town on business til Tuesday.
溥天之下小灵通 5 Dec, 2021 @ 7:08am 
plz
你瞅啥 5 Dec, 2021 @ 6:37am 
Please update, thanks!
sleepyHase 30 Nov, 2021 @ 1:31pm 
Heya, I've updated this submod to the latest SFO patch as it has merged the dwarf melee recruit buildings as well as changed some ability names. Lemme know either on steam or discord (Ero-sennin#0431) if you'd like my updated pack file so you can update the submod, thanks!
shane_357 12 Sep, 2021 @ 8:30pm 
Hope you have time to double-check this at some point and make sure it works with the new SFO - I'm a bit skittish adding things that were last updated before the SFO Great Plan update to my modlists.
Mystical Llama  [author] 5 Jul, 2021 @ 1:58pm 
@rojozangre Far as I know, it should be compatible with everything. All of the IDs and names within are unique, provided SFO hasn't changed any of their underlying code again.
NINA rojozangre 3 Jul, 2021 @ 1:20pm 
@Mystical Llama HELLO...
a small question
- your MOD.Is it compatible with the -MOD Dwarf Units Pack - SFO (Updated for W&P)? 🔴
Mystical Llama  [author] 22 May, 2021 @ 8:30pm 
@GoatScream - I can't think of a particularly compelling reason why it would not, unless Venris decided to randomly alter a whole bunch of building names. If you find the units are not balanced correctly, please let me know specifically why and I can have a look at them.
GoatScream 21 May, 2021 @ 5:40pm 
Does this works with the new SFO patch?
Mystical Llama  [author] 8 Apr, 2021 @ 7:27pm 
@Piotr - I decided to take a look at these units again and compare them to Venris' work. You are correct, it looks like their HP fell behind by about 40% on the slayer units and 15% on other units in the roster. He must have reconsidered Slayers in his battlefield meta. They've been rebalanced to fit this theory.

You'll be pleased to hear that I also checked on the slayer abilities, and it appears that all of them are applying normally. I did a quick dive into the unit set junctions table, and it doesn't look like Venris has added any new junctions to the Slayer group. In other words, all abilities regular slayers possess in SFO are applied to all units with the same vanilla slayers tag - which the linebreakers, riveters and sappers have. This is on top of the special abilities I gave to Sappers to reflect their wild and unpredictable nature.

Thanks for the balance check!
Piotr 30 Mar, 2021 @ 5:38am 
units from Sons of Grimnir do not work with sfo do not have the same abilities as should be with any dwarven unit and they do not have enough HP. as for sfo units.
:(
Mystical Llama  [author] 4 Mar, 2021 @ 7:51am 
I did just resolve an issue with the Level 3(V) great slayer shrine at Karak Kadrin the same day that I wrote this comment, so if this was where you were trying to recruit your units the resub likely fixed the issue when I updated the mod.

Hope it continues to work!
The Ayatollah of RocknRolla 2 Mar, 2021 @ 1:01pm 
I think I figured it out - I unsubscribed and resubscribed and I think that cured it.
Mystical Llama  [author] 1 Mar, 2021 @ 12:23pm 
Let me know if you find a conflicting mod, I can put it on a known issues list and see if there is anything I can do to fix it.
The Ayatollah of RocknRolla 1 Mar, 2021 @ 12:15pm 
hey man, thanks for checking it out. Not a huge issue, I'll figure it out. gr8 mod
Mystical Llama  [author] 1 Mar, 2021 @ 10:30am 
@Ayatollah - I'm not able to reproduce your issue with just SFO and my mod installed. I can recruit the Linebreaker units with a level 2 slayer shrine, and a level 2+ smithy. So far as I can tell this is working as intended. You can try disabling your other mods one at a time other than SFO and mine to see if there are any other conflicting, but as far as I know these units should be compatible everywhere.

Keep in mind, there is a unit campaign cap BY DESIGN. So if you have fielded 6 units of linebreakers already, you are at the limit and won't be allowed to recruit more.
Mystical Llama  [author] 26 Feb, 2021 @ 2:36pm 
@Ayatollah of RocknRolla - I'll take a look at this sometime this weekend.
The Ayatollah of RocknRolla 26 Feb, 2021 @ 9:04am 
I can't recruit the Slayer linebreakers it says they need a rune forge which i have
Saltmarine 27 Jan, 2021 @ 3:33pm 
@Mystical Llama thanks for the clarification.
Mystical Llama  [author] 27 Jan, 2021 @ 2:44pm 
@Saltmarine - It's intended. Gromril gunners are not particularly meant to replace standard Ironbreakers as front-line troops, but to offer flank protection and gap-gunner solutions that normal Thunderers and Iron Drakes do not. Giving them access to both redline perks would give them twice the benefit most units gain and make them competitive to ordinary Ironbreakers as tank/anvil units. The Thunderer perks fit their alleged role better.

The Runic Techs, while beneficial, are much less significant than the three-point redline+veterancy perks. So I didn't see a reason not to allow it. The additional armor bonuses work well for this role.

Saltmarine 27 Jan, 2021 @ 12:31pm 
is it a bug or intended that gromril gunners don't benefit from ironbreaker redline general's skills, only from thunderer skills? because they benefit from ironbreaker runic techs and thunderer runic techs.
jojo_star 26 Jan, 2021 @ 4:21pm 
thanks!
Purpletrap 25 Jan, 2021 @ 2:05pm 
cheers bud, been an odd year all round
MasterQueef 25 Jan, 2021 @ 6:55am 
bless
Mystical Llama  [author] 25 Jan, 2021 @ 6:48am 
Update applied. Sorry for the delay everyone, it's been an odd month.
MasterQueef 24 Jan, 2021 @ 1:02pm 
is this still working?
Mystical Llama  [author] 26 Aug, 2020 @ 7:32am 
@ダーナ - I just tested, and all units can be recruited normally. If there was difficulty resolving the building name requirements for the unit, it would not appear in your list period.

The different smithy building you are probably missing is the Gunsmith's forge, which is the second level siege workshop building for the Dwarven chain. The one that allows you to recruit thunderers and cannons. The name of the building appears when you hover over it with your mouse.
ダーナ 25 Aug, 2020 @ 1:44am 
Can't recruit 2 slayer units coz they require different smithy building (imperial, probably)
theOzman84 5 Jul, 2020 @ 3:28am 
Hi, have you adjusted the Leardership and health vaules changed in the lastest SFO update??
Mystical Llama  [author] 28 Jun, 2020 @ 3:24pm 
I'll go ahead and reupload the mod to fix any date-related concerns.
Solaire 28 Jun, 2020 @ 3:56am 
I haven't tested it out yet. I've been waiting on all the sfo standalone mods and compatability patches to be updated so that I can use my mod collection for sfo. Once that's done I'll give it a test and see if there's anything wonky. Thank you for giving notice.
Mystical Llama  [author] 27 Jun, 2020 @ 2:26pm 
@Solaire - Thanks for letting me know. I just tested using the new SFO build and my mod, and everything still seems to be working okay mechanically. Is there a bug you are seeing? Or a severe balance issue?
Solaire 26 Jun, 2020 @ 9:05pm 
SFO is updated boiii
Mystical Llama  [author] 12 Apr, 2020 @ 11:52am 
@Neferata - Only enable either the Vanilla OR the SFO version, not both.
Ciaphas Cain 11 Apr, 2020 @ 1:09pm 
Can this be played without the vanilla version or are both required?
Ethan Bateman 4 Apr, 2020 @ 9:42pm 
Hi great mod. Was wondering if any of the units benefit redline skill boosts? If so which ones. Also in SFO do the benefit from the tech tree bonus on the far right of tech tree.
Kareba 11 Mar, 2020 @ 1:48pm 
@Mystical Llama thanks for the work!
Anarky 10 Mar, 2020 @ 8:11pm 
I dont know if it was you pushing the update again, or me opening WH2 via the launcher then via KMM but its working now. So either way, i'm happy and you can relax.
Mystical Llama  [author] 10 Mar, 2020 @ 4:20pm 
@Anarky - It's working for me just fine. I went ahead and pushed the update again just in case, and this should not require a new save to my knowledge. But feel free to try it on a new game if it's still not working on your old one and let me know if it there is a difference.

Otherwise you can try disabling all other mods save for SFO and mine and see if it functions and try to narrow down if another mod is conflicting. I don't believe anything should since these rows are purely additive.