Total War: WARHAMMER II

Total War: WARHAMMER II

Depth Guard with Shields
59 Comments
ScropinKing 2 Oct, 2022 @ 5:41am 
Can it be on tw3
SteelBlood  [author] 26 Oct, 2021 @ 9:27am 
I doubt it'd work however it would be very easy for you to edit and make the model count 120 if you wanted. Simply open with Pack File Manager, go to the main_units_table, and change the Num Men value to whatever you want.
xXvDragonRangervXx 26 Oct, 2021 @ 8:32am 
Is this in any way compatible with the unit increase mod? I love for it to be 120.
SteelBlood  [author] 7 May, 2021 @ 5:17pm 
Happy it seemed to have helped! If you want to do more modding in the future, https://discord.gg/vHzCavCW has a bunch of resources and guides, as well as people you can ask for help.
Raven Frostborn 7 May, 2021 @ 3:56pm 
Thank you for the response and the link! I think I read a small portion of this guide when I first started modding WH2 a few weeks ago, but I was doing Mounts at the time so I didn't read the whole thing as I thought it wouldn't be needed; guess I was wrong there lol! Reading through the Variant section now, I think you're right about that being the missing step. I will try making the edits sometime this week. Thanks again!
SteelBlood  [author] 7 May, 2021 @ 3:39pm 
Have you messed with their Variant at all? Part 5 of this guide maybe sounds like your missing piece: https://www.twcenter.net/forums/showthread.php?749888-Sebidee-s-Complete-Guide-to-Warhammer-Unit-Modding

If you think that may be it, just copy the lines for the weapons from the axe variant, and paste them into the same spot on the RoR depth guard's variant. Hope it helps!
Raven Frostborn 2 May, 2021 @ 10:07pm 
Hello SteelBlood, first of all great mod, always found it weird that they had no shield variant! Secondly, do you know if it's possible to change the RoR Blood Reaver Depth Guard to have dual axes like the base unit instead of halberds? I've edited the animation and weapon type columns under the Land Units, Main Units and Melee Weapons Tables, and I think I'm very close to getting it to work. All the descriptions and UI things refer to them as Berserker Axe Infantry, and the have the correct animations in battle. The only problem is none of them are actually holding weapons, they've got invisible axes. Any idea how to fix this?
SteelBlood  [author] 10 Feb, 2021 @ 10:05am 
VegiGuru and ShOcKw4vEH3LL, the new mod linked in the description has the Depth Guard (Pistols), updated unit cards, and finally figured how to add my units to the Raise Dead mechanic. Sorry it took so long, but you know, 2020 lol.
Wicked 5 Jun, 2020 @ 7:25pm 
thanks for reply :steamhappy:
SteelBlood  [author] 5 Jun, 2020 @ 6:46pm 
I'm doing a Vampire Coast playthrough currently, so I may try to make the Depth Guard with pistols VegiGuru suggested soon. Or more likely, a Deck Dropper unit carrying Depth Guard with pistols. I've been having major PC issues lately though (BSODs for example) but think I may have finally gotten it fixed. But because I've been troubleshooting for the past week I'm probably going to take some days to recover from technical stuff like modding.

I doubt I will ever make a unit like AP depth guard, because the polearm variant is AP, and having a unit variant for every role can make it bland and boring.
Wicked 5 Jun, 2020 @ 4:12pm 
love this mod by the way, i'm looking for a more diverse Depth Guard play through, any chance that you might add any more Depth Guard units?
Teo 25 Apr, 2020 @ 5:07am 
That's ok, if it ever comes I'll be glad :)
SteelBlood  [author] 20 Apr, 2020 @ 8:46am 
To be honest, I wouldn't of thought of that, good idea! I'll add it to my notes for whenever I do try to make it. Next DLC should be in a month or 2, and thats usually when I'm most active so still might be awhile :(
Teo 20 Apr, 2020 @ 5:25am 
Thanks for considering it when and if you have time. I feel they would make a great retinue unit for Luthor and Vampire Admirals with pistol - can be balanced around lower ammo, range and melee stats for a hybrid unit.

In regards to animations - maybe use the Free Company models as they are, change the swords to more undead hand weapons and then layer the Depth Guard armor on top? If they are wearing that armor, one cannot tell what they look underneath. Just a thought if you ever get to this.
SteelBlood  [author] 18 Apr, 2020 @ 1:37pm 
Thats... a pretty interesting idea actually. I'll add it to my list. I am however taking a short break from modding, I will probably start up again next DLC. Though I wouldn't get your hopes up, different races animations don't really work with each other sadly. Even similiar ones. I'll still give it a test though.
Teo 18 Apr, 2020 @ 11:01am 
Hey - this is a great addition of a unit, thank you!

Any chance you could make a Depth Guard unit with Hand Weapons and Pistols? Maybe by using Free Company Militia animations?
SteelBlood  [author] 26 Mar, 2020 @ 4:49pm 
I do not know, but doubtful.
Ciaphas Cain 23 Mar, 2020 @ 11:06am 
Has anyone made an SFO submod yet?
SteelBlood  [author] 5 Feb, 2020 @ 6:46am 
Sorry I have no experience with lords yet. That said I plan on learning at some point. Once I do, maybe. Though will be quite awhile.
Dr.Filth 2 Feb, 2020 @ 6:01pm 
Is it possible to make a depth guard generic lord?
SteelBlood  [author] 20 Jan, 2020 @ 9:47am 
Updated, they should be a bit stronger now and more on par with their vanilla counterparts. Also tweaked the unit card for now but will likely update the unit card again to actually show a shield at some point.
Sly Marbo 25 Oct, 2019 @ 6:19am 
No worries! Got it all sorted earlier, thanks!
SteelBlood  [author] 24 Oct, 2019 @ 6:36pm 
Sorry for the slow response, yea look in the Main table, and the column "Num Men". Should be at 60, meaning 60 men per unit at at largest size.
Sly Marbo 19 Oct, 2019 @ 9:06am 
I had just found a mod to bump all the other Depth Guard up to 90, it's Depth Guard 1.5x I think is it's name.

I have PFM, it's just one table for unit count isn't it?
SteelBlood  [author] 18 Oct, 2019 @ 11:28pm 
There is not a version with a higher unit count, because I wanted to keep it the same as the rest of the depth guard units. If you'd like, I can instruct you on how to tweak it yourself though. Its as easy as typing in the number you want.
Sly Marbo 18 Oct, 2019 @ 3:18pm 
This is still working great with KMM at least, I was wondering if there was a version with a higher unit count? Like 90 would be pretty solid for single player.
SteelBlood  [author] 25 May, 2019 @ 9:34am 
That fix sounds about right. Their new launcher has been messing with everyone's mods, both users and authors. :( I highly recommend KMM if you don't have it already. Will solve any future issues like this most likely.
Anubis 25 May, 2019 @ 9:17am 
hey i figured it out i had to run the game on the launcher realese canadiate instead of there new default launcher after that all the mods i had worked amazingly yours is my fav these guys with shields just fills me with joy as i watch them not get killed instantly. awsome work and thankyou so much sorry didnt see your comment in my notifications
SteelBlood  [author] 30 Mar, 2019 @ 4:04pm 
@Anubis I just started a new campaign and it was working for me. We'll get you sorted though :) I just created a troubleshooting forum (something I've been needing to do). Please start a new campaign and open your building browser (the tab that shows all possible building trees) and view the depth guard recruitment tree. You should see my unit on the same building that you can recruit regular depth guard from there. Please then post your results in the Troubleshooting discussion.
Anubis 30 Mar, 2019 @ 10:31am 
just tried it again with harkon instead of noc and didnt work maybe a fresh start campaign but they are not showing in the cusom battle either
Anubis 30 Mar, 2019 @ 10:16am 
i turned off all mods except this one and when i go to the recruit tab there is no depth guard with shields any ideas seems like such a cool thing that would make main infantry for vampire coast better
SteelBlood  [author] 30 Mar, 2019 @ 5:10am 
Odd. There's been no update that I'm aware of. How is it not working? Are you in some beta? Please describe the issue, and I will see if I can help.
Anubis 29 Mar, 2019 @ 9:18pm 
i tried turning off everything and it wont work im sorry
Cvlsoldier 4 Feb, 2019 @ 7:08pm 
Never mind, it wasn't your mod. Yours works perfectly, it's two others that don't. Sorry!
SteelBlood  [author] 4 Feb, 2019 @ 7:02pm 
sure, what seems to be the issue?
Cvlsoldier 1 Feb, 2019 @ 6:31pm 
Update for festag
Kacper818 17 Nov, 2018 @ 2:48am 
increase the number of units in the branch to 120
8-The-General-8 16 Nov, 2018 @ 9:02pm 
I like the axe and shield, I would like a stats screenshot even more!

Congrats!
-SNiGS- JAM 15 Nov, 2018 @ 2:00pm 
Oh wow awesome!! I actually made a mod for the Depth Guard day 1 myself.
Gave them 100 Armor, 140+ Health, 45 MeleeAttack and 40 MeleeDefense, but I made them 30 man squads, rather than 45. They actually work perfectly to be honest. They are utter monsters in melee, able to go toe--to-toe with Chosen, but they're even more vulnerable to missles and artillery. It's interesting, I might upload it after I test it some more. This is a great mod, and im going to turn them into my varient tonight :p
SteelBlood  [author] 14 Nov, 2018 @ 2:12pm 
Appreciate it (and thanks for checking) but you can Thank Guv lol, he found the bug. Also updated to not be midgets next to normal depth guard
Chomp 14 Nov, 2018 @ 1:17pm 
@steelblood i jsut cheked it indeed works GJ man
SteelBlood  [author] 14 Nov, 2018 @ 11:47am 
@Chomp Fixed!
SteelBlood  [author] 13 Nov, 2018 @ 10:53am 
@Chomp Thanks for the report! I will get on fixing it.
Chomp 13 Nov, 2018 @ 5:08am 
i was just playing sartosa but i noticed i cant recruite thses units on Aranessa Saltspite faction
Nova Samurai 13 Nov, 2018 @ 3:27am 
Nah its okay, I'll keep using this. The depth guard multiplier makes them a little too strong.
SteelBlood  [author] 12 Nov, 2018 @ 11:06pm 
If you'd like, I could instruct you how to tweak my mod, it'd be very easy to change the amount of men.
SteelBlood  [author] 12 Nov, 2018 @ 11:05pm 
@Primus thank you, and sorry it didn't work out :(
Nova Samurai 12 Nov, 2018 @ 10:08pm 
Sadly a nope.
Nova Samurai 12 Nov, 2018 @ 9:47pm 
Ah yeah, sorry i worded that weird. But yeah i suppose ill test it out. Great mod btw.
SteelBlood  [author] 12 Nov, 2018 @ 9:45pm 
@Primus Pilus do you mean with another mod that makes them 1.5x? Not sure, to be honest, but you could test if it works in custom battle.