Total War: WARHAMMER II

Total War: WARHAMMER II

The Lost and the Damned 2: Full Mortal Jacket
119 Comments
Krankus Wrexus 12 Sep, 2022 @ 5:05am 
Also any chance of a port of the mercenaries mod with changes so all factions could recruit them
Krankus Wrexus 12 Sep, 2022 @ 5:03am 
Any chance Vampire counts can recruit the sartosa pirates in your port
T1tOoO 9 Sep, 2022 @ 11:33am 
thank u :)
Crux2  [author] 9 Sep, 2022 @ 4:41am 
Work has started on a port. Going to merge this with the Sartosa mod since they both basically do the same thing of adding/expanding mortals units to undead factions. As per modding tradition it'll be 'done when it's done' - HOPEFULLY a week or so assuming no major issues crop up.
T1tOoO 29 Aug, 2022 @ 5:46am 
lovely tbh im halting my vlad campaing in tw3 just for this mod lol but i can wait, enough other campaing to do it meanwhile
Krankus Wrexus 29 Aug, 2022 @ 12:02am 
That sounds great
Crux2  [author] 28 Aug, 2022 @ 10:26pm 
I've started a Valkia run so I might be drifting back into TW modding soon-ish.
Krankus Wrexus 28 Aug, 2022 @ 2:29pm 
Can I ask when the updating is likely to happen
Crux2  [author] 5 Jul, 2022 @ 8:34am 
Barring unforeseen catastrophe, I'll be moving/updating most of my WH2 mods to 3 sometime after ME is out and reasonably stable.
T1tOoO 5 Jul, 2022 @ 7:37am 
pls move this to wh3 <3 i love this mod
Locke 23 Nov, 2021 @ 1:19am 
Does this add anything to the Vampire Coast?
Cold 13 Nov, 2021 @ 5:20am 
@Karl Franz: These are the tables you'll want to look at:
1. land_units_table, factions_table, and building_table
- Look for id of a specific unit, faction, and building in said respected order
2. building_units_allowed_table
- Permit recruitment of a specific unit from a specific building
3. units_to_groupings_military_permissions_tables
- Permit a faction to have to a specific unit
4. culture_to_battle_animation_table
- You need this to allow a race to have another race's unit battle animation. Keep in mind that race/culture is different from faction. All the race id is inside this table too so you don't have to look for race id or something from yet another table.
Karl Franz 12 Nov, 2021 @ 11:57pm 
Unfortunately i can't really make much sense of doing any of the console commands. Also the units probably wouldn't benefit from any of the Vampire coast tech, So there isn't much point using them. I appreciate the suggestion nevertheless.
Crux2  [author] 12 Nov, 2021 @ 11:36pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2094338970

I'm not looking at changing anything in the mod myself but there's a console command mod that can be used to spawn in units directly to an army if that's something that might help? I can give you a list of the unit ID's if it's something you might use as a work-around.
Karl Franz 12 Nov, 2021 @ 7:56pm 
I'd edit your sartosa mod to add the mortal units to the dreadfleet myself, But i'm dyslexic, So file editing has always been a real headache.
Karl Franz 12 Nov, 2021 @ 7:53pm 
Could you make a version of this for Count Noctilus? In the lore he's a former sylvanian count, and he does make use of Mortal servants in the dreadfleet (he has an entire section of chaos dwarves in his fleet)

Maybe you could add some of those Sartosan mortal pirates to the dreadfleet assuming you control Sartosa.
As far as i know, It's only Luthor harkon and Cylostra who exclusively use undead.
Cold 18 Oct, 2021 @ 8:44am 
@Crux2: Thanks for the details and the guide. Actually I already know how to edit the variant and yes you are right after removing capes on some unit the neck hole problem arises. So yep I put them back. Some, for example the guy with bretonnian peasant outfit seem ok but the Thrall guys definitely need the cape. If only there was a tool that let us have a preview of the model without having to load the game up.
Crux2  [author] 18 Oct, 2021 @ 12:29am 
There's a bunch of guides out there on how to get started with the TW mod tools like RPFM and while it might seem like a lot of hassle to get started it's really not that hard to do - especially if the changes you want to make are simple.
Crux2  [author] 18 Oct, 2021 @ 12:27am 
I would say however, if memory serves, the capes are there partly to cover up the fact some of the models don't fit well together. Take away the cape and you might be left with a gaping hole where a dudes upper chest/neck should be.
Crux2  [author] 18 Oct, 2021 @ 12:27am 
Multiple versions are off the table as it takes too much time to keep track and update them all, if/when I port my mods to WH3 some of them won't be making the jump for this exact reason.

But I'm happy to walk people through making the changes themselves as most of them are easy 10-minute jobs.

In this case just browse the various "variantmeshdefinition" files and delete the lines referencing capes, it'll look something like this:

<SLOT name="cape" >
<VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu1/vmp/vmp_wight_king/cape/vmp_wight_king_cape_01.wsmodel" />
</SLOT>

It's all just text editing so highlight all that, delete, then save. Bingo, cape gone.
Cold 17 Oct, 2021 @ 4:02pm 
Umm perhaps this is just personal taste but is there any chance for a version with less cape? I see capes on like every unit. Hard to see an army of mere peasants wearing a luxury capes with fashionable fur and stuff. IMO cape should be for elite units or officers of each unit.

Anyway thanks a lot for your mod I know it's a lot of work to make a mod like this.
Bowser81 26 Sep, 2021 @ 1:19pm 
Hello ^^
I love this mod, vampires are my favorite faction and this mod gives a lot to them !
Does someone plan to do a SFo sub mod for this ? It would be amazing ! ^^
Thanks for this mod :)
Shinobus 21 Sep, 2021 @ 5:55am 
SFO please :D
Metta Worldpeace 18 Aug, 2021 @ 12:35am 
which "double units" mod is compatible with this one?
Crux2  [author] 15 Aug, 2021 @ 3:59pm 
Uhhh, pass. Can't remember.
AlduinTWE 15 Aug, 2021 @ 10:49am 
Do the new units still use their original voice lines or are they muted?
Crux2  [author] 3 Aug, 2021 @ 8:22am 
Yes. Changes them to spears/longbows and IIRC adds them to some vamp settlement garrisons.
Baligdur 3 Aug, 2021 @ 6:50am 
So does this mod change mortal units gained from Von Carstein bloodline unlocked lords ?
Sniggledorf Fumpledink 20 Jul, 2021 @ 6:08pm 
can you make Skeleton Arches have 120 models like Tomb King Archers?
Crux2  [author] 19 Jul, 2021 @ 4:21am 
Mod updated for Silence & Fury - any issues please report with details.
Mountain Man 6 Jul, 2021 @ 1:38pm 
great mod btw
Mountain Man 6 Jul, 2021 @ 1:37pm 
right now new building chain seems only to be availible in drakenhof and cant be built elsewhere may be other mods but checking to see if thats intended
Crux2  [author] 26 Jun, 2021 @ 12:44pm 
Never used SFO myself.
Mountain Man 26 Jun, 2021 @ 12:36pm 
Found recruitment line, but is there a submod to balance unit stats for sfo?>
Mountain Man 21 Jun, 2021 @ 8:10am 
where is the mortal recruitment buidling line? in all buildings? also is this sfo compatible
Crux2  [author] 8 Mar, 2021 @ 1:42am 
It is something I'd like to learn how to do eventually but it would be a massive time-sink because it involves modding parts of the game that are outside my area of expertise.
Lukoshia 7 Mar, 2021 @ 3:41pm 
I can help play-test it as you work on it if you would like.
Lukoshia 7 Mar, 2021 @ 3:40pm 
I think a Hero that heals the living "Warlock of Life", Captain (buffs mortal Units). As for Lords, a General and Great Warlock of Life would work for the mortals. The chaos would have Cultist Sorcerer and then Cult Master.
Crux2  [author] 7 Mar, 2021 @ 11:50am 
Never made a brand-new hero/lord before. It's a whole lot of work and while I'd like to do it, it's not likely to happen "soon".
Lukoshia 6 Mar, 2021 @ 4:38pm 
Or It can be a sub mod. So if people did not want Mortal Heroes and Lords they don't subscribe to it.
Lukoshia 6 Mar, 2021 @ 12:00pm 
Can you add Mortal Heroes and Lords to this mod? I think it would be cool.
Crux2  [author] 12 Feb, 2021 @ 11:05am 
The undead units do but the mortal units don't IIRC.
Suddenly 11 Feb, 2021 @ 5:12pm 
Do general skills make the units stronger?
Inardesco 9 Jan, 2021 @ 12:48pm 
Do the units get buffs from red line tree?
Sardorim 9 Dec, 2020 @ 4:59am 
Oh, thank goodness! The VCs feel so empty without your mod! I very much enjoy these units!
Crux2  [author] 8 Dec, 2020 @ 2:50am 
Updated for Twisted & Twilight, any issues let me know.
Crux2  [author] 13 Oct, 2020 @ 12:25am 
I'm not maintaining multiple mod versions anymore but it's super easy to change if you grab the RPFM tool, open the mod up, find the 'main' data table and then change the unit caps to -1. The caps are mostly there in case people are running this under AI control - limits the AI from spamming mortals.
Kira 12 Oct, 2020 @ 7:35pm 
This is REALLY good, but could you make a version that doesnt limit the mercenary units???
T1tOoO 22 Aug, 2020 @ 6:56pm 
love the update, u just need a lord with teech tree to buff the units and is peeerfect