Total War: WARHAMMER II

Total War: WARHAMMER II

Mercenaries - A Modding Resource
27 Comments
Crux2  [author] 29 Apr, 2022 @ 6:58am 
Yes, but IIRC at the time the mod was made such changes involved modding the startpos file which only one mod could do at a time. More importantly I'm only an amateur modder and more advanced changes (anything that involves actual scripting/programming) are beyond my skill.
Mr. Tarzan 29 Apr, 2022 @ 4:47am 
Have you ever thought about making these mercenaries recruitable from a menu like the units of renown recruitment menu? Or like the raise dead menu?
Crux2  [author] 19 Jul, 2021 @ 4:23am 
Mod updated for Silence & Fury - any issues please report with details.
Crux2  [author] 8 Dec, 2020 @ 2:57am 
Updated for Twisted & Twilight, any issues let me know.
Crux2  [author] 28 Sep, 2020 @ 2:17am 
@Kira, I just realised I never went back and re-wrote the guide after the launcher scrapped it. I'll have to get around to doing that as well as having another look at how the mod works as I've learned more about building chains since I created it.
Kira 27 Sep, 2020 @ 4:27pm 
Would you be opposed to making a mod that adds these unites to all factions? that would be really really really amazing!
Crux2  [author] 22 May, 2020 @ 12:58am 
Updated for Warden & Paunch. Let me know if anyone encounters bugs, errors or any new issues due to the new DLC.
a tree 11 Mar, 2019 @ 3:02pm 
I like how this is a hybrid mod / guide. Wish more people did stuff like this.
Crux2  [author] 11 Dec, 2018 @ 11:41pm 
I'm not an expert on PFM itself so I'd suggest going to the TWC from thread for PFM or googling the issue and seeing what comes up.

Off the top of my head I'd make sure the version of PFM you are using is the correct/most recent one, that you have the most up to date 'schema' files, and that when you run PFM you have selected 'TW2' from the dropdown 'game' tab and not Rome or Shogun or whatever it defaults to.
Kira 11 Dec, 2018 @ 7:41pm 
So the PFM doesnt even work.

"Failed to load DBE: The type initializer for 'PackFileManager.ModManager' threw an exception"

then

System.IO File not found mywarhammer2directory/data/data at common PackLoadSequence.GetPacksLoadedFrom...................

im not writing this all out lol...

Any clues?
Crux2  [author] 5 Dec, 2018 @ 10:28am 
The base game loads all the information about the vanilla units in things like the data.pack file.

So if you wanted to add the empire greatswords to the high elves, you wouldn't need to make a new unit of empire greatswords or duplicate all the existing greatsword data - just find all the tables that govern what unit is recruitable to what faction and mod the greatswords into those lists for the desired faction.

Probably: units_custom_battle_permissions_tables, units_to_exclusive_faction_permissions_tables, units_to_groupings_military_permissions_tables & then the animation table if you plan to add a unit that would use say a 'human sword' animation to a faction that doesn't use any human swords. You will also need to find a building you want the unit to be recrutied from in 'building_units_allowed_tables'.

kynkan 4 Dec, 2018 @ 8:03pm 
thanks for the guide, so it means the mod will load units from other rosters and wont need new models?
Crux2  [author] 4 Dec, 2018 @ 10:16am 
The 'culture_to_battle_animation_tables_tables' is provided as an example of what to change. If you want to add more units to a faction via this mod you will need to add them to most of the tables in the mod - check out http://www.twcenter.net/forums/showthread.php?749888-Sebidee-s-Complete-Guide-to-Warhammer-Unit-Modding for a great explaination for what each table does.

'culture_to_battle_animation' itself only governs which animations are loaded for each faction. For example, if you add human greatswords to the high elves but don't add the animation to the high elf faction then they won't work properly in game.
kynkan 3 Dec, 2018 @ 8:03pm 
Hi great mod

Is it possible to add new units by copying them from the culture to battle data to the mod in the same way?
Crux2  [author] 3 Dec, 2018 @ 12:43am 
@ Agemouk, hey thats great. I was hoping to get some people to have a poke around in PFM and see what they can do. It can get complicated the more you want to change but a lot of basic mods are pretty easy once you understand the basics of how the tool works.
Agemouk 2 Dec, 2018 @ 1:56pm 
Many thanks for this Crux2.

I had a go and tried to have fun and be a bit creative and see what I could create in just a few hours and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1581068527 was the result.

Many thanks for the inspiration on an otherwise boring rainy day :-)
Crux2  [author] 30 Nov, 2018 @ 12:40pm 
...So lets say you want the mercenary units to benefit from technology or lord abilities - you'll need to do a bit of leg work and see what those abilities are in-game and then try to best-guess how they are applied via the entries in unit_set_to_unit_junctions_tables.

I've mentioned in some of my other mods that I deliberately didn't tag my human units added to vampire factions with tags that named 'zombie' or 'skeleton' as I didn't want them benefitting from necromantic enhancements - but if it was 'vamp_all' or 'vamp_infantry' they might get it to benefit from the more generic spells/buffs.
Crux2  [author] 30 Nov, 2018 @ 12:40pm 
For the benefit of anyone who isn't sure: my understanding of the unit_set_to_unit_junctions_tables is that it affects a lot to do with abilities and upgrades.

So for example if there is an Empire technology that upgrades the armor on 'state troops' any empire unit tagged as 'emp_state_infantry' will be affected by it. If something is meant to apply only to handgunners it will be applied via the 'emp_handgunners' tag.
Fowest Gween 30 Nov, 2018 @ 11:16am 
Ignore my previous comment, I just tried using "emp_all" again, and it seems to have worked this time. I'm not sure what I did wrong the first time, I probably missed something.
Fowest Gween 30 Nov, 2018 @ 11:03am 
I'm trying to add these units to the Empire Faction, and I am running into a problem. Under the "unit_set_to_unit_junctions_tables", the empire does not have an "emp_all" unit set entry like the High Elves do, its in a whole bunch of subdivisions like "emp_lances" and "emp_infantry". Even more confusing is some Empire units seem to have multiple entries in the PFM, the reiksguard (wh_main_emp_cav_reiksguard) appears three times, under "emp_reiksguard", "emp_lances", and "emp_knights" respectively. It is like this for other units too, where hangunners appear under "emp_state_infantry" and "emp_handgunners". I've tried using "emp_all" to see if it creates a new unit set type, and I don't think it worked. Do you have any ideas to try to circumvent/fix this? I was going to try matching the units with their closest counterparts next, like putting "merc_spears" with "emp_spears" as its unit set.
Crux2  [author] 29 Nov, 2018 @ 6:59am 
I'm happy for people to use the mod as a base or reference point for whatever they like. My knowledge of building tree's is limited so you'd probably need to poke around in the DB files to see how to limit it to a specific region - or reverse engineer another mod that does something similar.
Tengs 29 Nov, 2018 @ 6:48am 
Since you made this, im trying to igure out if i can use it for my mercenary mod:

The idea is to have unique buildings at certain locations around the map not already having unique buildings, where you can recruit mercenaries for that specific region, ofc there will be some staples like human mercs, but also say in bretonnia "dishonored knights", in the north Maruauders etc.

What do you think of this?
Tengs 29 Nov, 2018 @ 6:46am 
You overastimate me and my fellow users modding skills :)
But ill try and see how it works out, maybe set a high sign on cost and lower upkeep, dunno.
Crux2  [author] 29 Nov, 2018 @ 6:35am 
I jacked up the upkeep deliberately because they're cheaper to recruit but costly to maintain as befitting a mercenary - but that's another thing that can be changed easily in PFM to suit personal tastes.
Tengs 29 Nov, 2018 @ 6:32am 
Have to say I like the mod initative, ive been trying to design my own mercenary mod for a while, but the coding and finding stuff is killing me.

Things is that the upkeep you put out is way to high considering if you are playin another faction you cant buff those units, and with the lower public order I think the balance will be fine with a normal upkeep. This is just my personal opinion, but I wont pay 200 for a unit I cant even buff or give any advantege to unless its op on its own, and the mercenaries are certainly not op (nor should they be, maybe some minion strenghts as they are experienced, but not broken)

Crux2  [author] 29 Nov, 2018 @ 4:04am 
That's correct - by default the mod adds the building and mercs to the high elf faction - but the point of the mod is to act as a resource, if you want to change who can use them you can do so with PFM. Or if you just want to copy & paste them into your own mod feel free to do so.
Tengs 29 Nov, 2018 @ 3:31am 
Im sorry, but is the high elves the only one getting merc units from my understand of desc?