Total War: WARHAMMER II

Total War: WARHAMMER II

True Vermintide
49 Comments
ph34rthe1337 16 Aug, 2021 @ 10:42pm 
okay so does this one work currently? because the vermintide in your overall collection mod is bugged right now. but i still want to play, but im not sure i can bring myself to without ma rat boi's
petitor 13 Jan, 2021 @ 11:01am 
I don't know how it was implemented technically. I only remember small ratmen running towards the enemy every now and then. They did not even deal damage just disoriented the enemy a bit.
Nanu  [author] 13 Jan, 2021 @ 10:35am 
I mean performance and method, kinda like how soul stealer is janky cus it uses the miscast system to apply a heal. What is possible is to have an ability that passively heals skaven units around a lord and resurrects them, which looks like rats popping up from the ground
petitor 13 Jan, 2021 @ 10:21am 
Do you mean janky performance wise? I'm pretty sure i played mod like that with Skrolk maybe year back.
Nanu  [author] 13 Jan, 2021 @ 7:41am 
I dont think thats even possible tbh, and if it were itd be really janky. This one spawns clanrats that rampage when the lord drops below half health, but thats the extent of whats possible as far as spawning units from a lord
petitor 12 Jan, 2021 @ 11:30pm 
Anyone remember which mod gave skaven lord a trait that would spawn little skaven or rats one at a time which would then venture towards nearest enemy?
jmilb123 19 Dec, 2020 @ 12:04pm 
update?
NickTesla 6 Dec, 2020 @ 1:39pm 
Is there going to be an update?
Nanu  [author] 1 Sep, 2020 @ 9:50am 
If it makes you feel better I'll force an update to get rid of the message, but its the same mod
Nanu  [author] 1 Sep, 2020 @ 9:50am 
mod manager is stupid and thinks any mod that hasnt updated before the previous patch is outdated. Just ignore it, it works
HughJanus69 1 Sep, 2020 @ 9:49am 
says its outdated rn on mod manager
Nanu  [author] 1 Sep, 2020 @ 9:45am 
Yes and probably not
HughJanus69 1 Sep, 2020 @ 9:31am 
is this save game compatible and sfo compatible?
LimeUser 21 Jul, 2020 @ 1:11am 
Is this compatible with SFO? I really think the that the hp regen would help skaven factions not get destroyed within 5 turns
Green Rabbit 25 Jun, 2020 @ 11:08am 
ahh ok thx!
Nanu  [author] 25 Jun, 2020 @ 11:07am 
This mod uses its own version of degradation, the rats summoned with this mod won't take damage over time but will rout once their timer is up. This mod won't affect normal summons though so it won't be incompatible the mods just won't have any effect on each other
Green Rabbit 25 Jun, 2020 @ 9:05am 
will this mod be compatible with no degrading summon mod?
Nanu  [author] 21 Jun, 2020 @ 1:38pm 
If it every stops working, yes. But it still works, so for now, no.
Warlock Overlord Nukit Claw 21 Jun, 2020 @ 2:38am 
is there a chance this will get updated?
Captain Nyet 14 May, 2020 @ 3:15am 
PS: I found out yesterday that his mod turns Poisoned Wind Globardiers into absolute murder machines; as far as i can tell it gives them back their pre-rework stats but they still have the new explosion effects (i think they must have got a splash radius increase or something), end result is they are now more deadly vs infantry than Death Globe Bombardiers, and can pretty much annihilate any infantry unit before they even make contact.
Captain Nyet 9 May, 2020 @ 7:55am 
This is probably my favorit mod for Skaven, it makes their infantry blobs a bit stronger, which allows you to make moore infantyry-focused amies and makes the Vanilla Skaven roster a lot better (you basically no longer require P&W for them to be good).

I use this with Persistent summons and i'm having a blast, now i can play VH without having to spam weapon teams all day. (even though that is still the best strategy)

In other words it buffs a part of the Skaven roster that was underperforming, which allows you to make more varied armies without suffering as heavily for it.
Nanu  [author] 20 Jan, 2020 @ 2:46pm 
Yes and no
Lemonz 20 Jan, 2020 @ 1:31pm 
Does this mod work with Shadow and the Blade? Is it SFO compatible?
Titus Brutus Avituis 1 Jan, 2020 @ 5:22am 
update plz
Nanu  [author] 24 Dec, 2019 @ 10:46am 
No, campaign effects cant affect summons as far as I know
MasterOfGrey 23 Dec, 2019 @ 5:21pm 
If your lord has redline buffs to clanrats, do these benefit from those buffs?
Greyscale 21 Dec, 2019 @ 3:20pm 
@Roman Empire & Nanu - its actually realistic, in tabletop free companies are supposed to be support units of small detachments of various types, can be anything really to support the line troops; so his concept is actually spot on loreful;

Would love to see that as well!
FiftyTifty 21 Dec, 2019 @ 3:11pm 
This would be easy enough to have spiral out of control. A version that has the advanced units summon skavenslave spears instead of clanrats would be grand. Skavenslave spears are much more useful than ordinary skavenlsaves at holding the line, but that's like saying snails are much stronger than slugs because of their weak ass shells. So they're still trash, but a modicum more useful.
Hexatorium 21 Dec, 2019 @ 2:05am 
How well balanced is this? Does it just skew all skaven fights to the side of the Skaven?
TANKMAN 20 May, 2019 @ 3:03am 
does this still work??
Moloch 23 Apr, 2019 @ 3:37pm 
wth xD
Kel'Thuzad 20 Apr, 2019 @ 9:27pm 
I'd love that, similar to this concept. For instance, A spearman unit spawns a small group of crossbowmen, maybe something like...

Halberdiers -> Small Greatsword group (Lansknecht style)
Handgunners ->Small Halberdier group (Pike/shot)
Crossbowmen ->Small Spearmen group
Spearmen/Swordsmen -> Small Free Company group
Greatswords -> Small Handgunners group
Or whatever, that would be incredible. MOST Empire campaign games end with state troops becoming completely irrelevant in the mid-late game, this could make them a bit more fun! You could tie it to a research or something if you wanted to balance it maybe?
Nanu  [author] 20 Apr, 2019 @ 6:10pm 
@The Roman Empire you want me to create a mod that spawns human troops using an ability?
Kel'Thuzad 20 Apr, 2019 @ 5:38pm 
Nanu, can you add some similar for the empire to represent detachments? Another mod tried and quietly died, but this works perfectly - as a new mod, of course.
Nanu  [author] 20 Apr, 2019 @ 11:04am 
@alenzelord2 it's a passive ability. When the unit gets below half health it will activate, spawning a group of clanrats on itself.
Alexander 20 Apr, 2019 @ 9:26am 
I see the abilitiy on the unit card (in campaign) but there is no active button for it.

So how does this work?
haxo 17 Apr, 2019 @ 9:53pm 
ok, I will try that then, thank you!
Nanu  [author] 17 Apr, 2019 @ 7:51pm 
@haxo That means the mod isn't active. Ditch the new launcher and use the old one instead. The new one doesn't activate half the mods on the workshop. If you don't believe me check it in custom battles, the ability won't be there either.
haxo 17 Apr, 2019 @ 6:07pm 
hmm, for some reason i'm not seeing the ability under any lord/unit. I looked at both mortal empire campaign and vortex campaign.
I wasn't previously subbed before the lizard/rat DLC, I only subbed afterwards essentially (because I never played rat before). Not sure if that matters or not
https://i.imgur.com/H0GHr1B.png
Nanu  [author] 17 Apr, 2019 @ 12:28pm 
@haxo there's no reason why it wouldn't I updated it and it works just fine. I haven't had the time to test everything yet but it should work fine.
haxo 17 Apr, 2019 @ 12:10pm 
will this work with the new lizard/rat DLC just released?
0utlaw 20 Nov, 2018 @ 10:22am 
This one is totally fun, but might need to be a little powered down, at mid levels of the game it's a game changer but only slightly, but in the early game, you destroy everyone, maybe if the slaves routed faster and they just soaked up damage for the main unit that spawned them, that would work. But right now the slaves fight and swarm long enough for the main battle unit to return to the fight. I've won and lost battle when fighting against, long after the lord had been routed or killed.
All in all it's amazing fun, and feels like the actual tide, it's just that the game was balanced without these features in mind.
The Best @ Depressed #1 12 Nov, 2018 @ 9:58pm 
The Skaven simply do not get enough love. Thanks so much for making this, Nanu. Totally trying it out right now.
The Best @ Depressed #1 12 Nov, 2018 @ 9:57pm 
Oh this looks cool. This looks REALLY cool.
Nanu  [author] 12 Nov, 2018 @ 8:22am 
@Sherrif Schlock Thank you, that means a lot. I actually had a blast testing this mod in custom battles and even more fun in campaign
Malykriss 12 Nov, 2018 @ 8:11am 
Ok I freakin love this mod. Just tried a couple custom battles and it feels amazing to both fight with and against the skaven. Thank you so much!
Slunko 11 Nov, 2018 @ 3:23pm 
Alright!
Nanu  [author] 11 Nov, 2018 @ 3:21pm 
@Slunko I've tested it thoroughly, and elite units almost always get their summons off, sometimes 2 or 3 in campaign, clanrats are hit or miss but an experienced player should be able to get at least one use off for each unit before they shatter. Also "Army is full" applies to 40 stacks, not 20 stacks. And that's done so the game doesnt break in the event you have two twenty stack and you go over 40
Slunko 11 Nov, 2018 @ 3:01pm 
Is it possible to remove that "HP greater than 50%" part? or "Army is full" part? IIt pretty much means you're never seeing it fire in a full stack army. Great idea though!