Total War: SHOGUN 2

Total War: SHOGUN 2

Master of Strategy Unit Submods
73 Comments
Gestalt  [author] 18 Jul, 2020 @ 9:38am 
@Sorensen hey,

It's been a while actually, I fired S2. Everytime I click on the item, I kind of get bored in seconds. So coming at your question; My advise just disregard firt 5 items in the list, and activate the rest in that order.
Blacksh33p 17 Jul, 2020 @ 9:16am 
hi im sorry to be annoying but is there any way we could get a screenshot of your mods in the mod manager. im having a real hard time integrating your mods to mos because the file names are now different from the ones in you install description
soooja 19 Jun, 2020 @ 9:43am 
the main pack seems to break the wako blunderbuss into matchlocks with140 range
Ancient Warrior 23 May, 2020 @ 8:16am 
So how do I install this mod? do I subscribe to all of these or some of them?
Paca la Piraña 7 May, 2020 @ 7:49am 
Hey, where are the three first mods in your list? I dont find them :/
Gestalt  [author] 27 Feb, 2020 @ 9:15am 
I was really not close to modding Scene for about half a year now. I think it needs alot of scripting work and I dont know how to script
VIII_Zeonica_Nothingness 26 Feb, 2020 @ 6:21pm 
Hi, is there a way to unlock the ashikaga shogunate through the files. I'd love to play as them on MOS.
♂Billy♂DuBois 7 Jan, 2020 @ 7:42am 
Yeah I tried without the community pack and it works fine. The rest of your mods are content enough for me. Good job putting it all together and thanks for replying.
Gestalt  [author] 7 Jan, 2020 @ 4:40am 
It has been a long time however community pack needs some exterior files whic should be downloaded from links at the respective workshop pages of mods. You can try to disable it. ı think it does not worh the effort for now
♂Billy♂DuBois 7 Jan, 2020 @ 12:59am 
Any idea what could be causing units to be holding invisible weapons? I tried disabling the weapons mod, and enabling/disabling Ra's reskin but nothing has helped so far.
Gestalt  [author] 23 Oct, 2019 @ 3:14am 
Also disable community pack. it has too much requirement for little gain.
Gestalt  [author] 23 Oct, 2019 @ 3:13am 
hmm the only crash when I am using these mods; if I were to use sorinels map pack without changing their format into movie in pfm it always leads to a crash. but if i change them to movie format they work flawlessly.
7DeaDintheWateR5 22 Oct, 2019 @ 11:11pm 
I'am susposed to use DX 11?
7DeaDintheWateR5 22 Oct, 2019 @ 10:39pm 
I've tried all sorts of things and when I enable more than one your submods at step 11, I crash. IDK why AUM and MN work together but I tried other combinations to no avail.
7DeaDintheWateR5 22 Oct, 2019 @ 9:59pm 
I just enabled AUM and MN (plus the other steps) not the others below, and it worked. Earlier I enabled just SEK and RSM and got the crash... IDK. This is frustrating.
7DeaDintheWateR5 22 Oct, 2019 @ 9:52pm 
Is there a limit on the amount of mods I can use. I'am using a bunch of mods from "MOSS With Options" collection?
7DeaDintheWateR5 22 Oct, 2019 @ 9:35pm 
So I went:

SEK, RSM, GestultUnits, AUM, MN, ArmouredBullets, Portugal, ScopeNinja, FrankUnit, BattleEnhance, Gusoku
7DeaDintheWateR5 22 Oct, 2019 @ 9:25pm 
I enabled UnitVariety as step 10 instead of GestaltUnits. Which i was doing wrong before your comment.
7DeaDintheWateR5 22 Oct, 2019 @ 9:22pm 
Its crashing for me when i play from the manager. If i use more than one of the files I mentioned below it crashes. Thats using the community pack. I tried enabling all except the community pack mod and its two requirements, same result.
Gestalt  [author] 22 Oct, 2019 @ 4:09am 
cannot remember but it should be as in that order.unit variety should be a reskin pack which probably standard unit reskin in the list.
7DeaDintheWateR5 22 Oct, 2019 @ 3:09am 
So next it would be? UnitVariety,SEK,RSM,AUM,MN,ArmouredBullets,Portugal,ScopeNinja,FrankUnit,BattleEnhance,Gusoku
7DeaDintheWateR5 22 Oct, 2019 @ 3:05am 
At step "11. My Unit Submods" you say they have to be enabled in alphabetical order. So thats in the Mod Manager?
Gestalt  [author] 18 Aug, 2019 @ 2:03pm 
I think it needs startpos editing and I don't wanna involve in learning it for now actually :))). There is a 12 turn per year mod here in workshop, however I do not think it will work with MoSS as MoSS has its own startpos file.
Jon 18 Aug, 2019 @ 12:59pm 
Is there a 12 or 15 turns per year submod for MOS?
Gestalt  [author] 11 May, 2019 @ 1:37pm 
Hmm, I think other than Additional Units Unlocker, they can be used with New Clans. Try and see :)))
Dance of Blood 11 May, 2019 @ 1:29pm 
Can I use any of these mod with the New Clans mod instead of the Original?
Gestalt  [author] 11 May, 2019 @ 6:32am 
I wonder how I can explain more clear than upper details : ))). Tell me where you are having issue.

And for the beginning don't activate community unit pack and weapon pack(external download). Others are relatively easy to activate and play.
REYNALDI ( シクフ・トカタ 11 May, 2019 @ 6:29am 
i'm so confused :steamfacepalm: :steamsad:
fisto the robo 3 May, 2019 @ 10:35am 
wtf? Looks ok now anyway
Gestalt  [author] 2 May, 2019 @ 5:25am 
There was some agreement with steam that I had to accept its terms just with that mod, I didn't get it. I accepted it hope it is all good now.
fisto the robo 2 May, 2019 @ 4:50am 
I mean, clicking it i get:"Sorry! An error was encountered while processing your request:
The item is either marked as hidden or you do not have permission to view it.
Here's a link to the Steam Community home page."
Gestalt  [author] 1 May, 2019 @ 10:40am 
@fisto

you mean the place in the list? It is a unit mod just like other unit mod not an overhaul; don't mind its name.
fisto the robo 1 May, 2019 @ 10:07am 
Whats up with the battle overhaul units module?
unConsciousness 25 Mar, 2019 @ 3:57am 
Yeah, no problem mate :) Shame about the free time but such is life. I have no clue how to mesh in mods otherwise I'd probably try my hand at it but for now I'll be content with just the MoSS upgrades.
Gestalt  [author] 24 Mar, 2019 @ 1:28pm 
@NEIL,
thanks however I think I have never played FoTS campaign up to now and not enthusiastic/interested in the FoTS era. But more importantly, after the upcoming week, I won't have the free time I had for the last months so I will try to do whatever it is in my mind within this week for my MoSS mods, before I get too distracted with RL. Hope you understand.
unConsciousness 24 Mar, 2019 @ 9:09am 
Hey Gestalt, mods have been working perfectly fine still but had a question. Will you be doing similar mods for MoSF? There's a handful of mods that add more troop variations for FotS (Not Including MoSF), could be an interesting mix-up.
Gestalt  [author] 19 Mar, 2019 @ 10:18am 
Maybe if you can send screenshot of your modlist, I can figure out something.
Gestalt  [author] 19 Mar, 2019 @ 10:17am 
sorry for not being able to solve your issue :(.
Just want to inform you that if you deactivate a mod then activate it, you are sending it to the latest order of the activated modlist.

Let's say, you click 1 - 2 - 3 -4 - 5, then deactivate 3 and 2, now order is 1-4-5, then activate first 3 and then 2, now order is 1-4-5-3-2. So in order to sort them again you need to clear all selections and do the order from scratch. Just wanted to give some background info for S2 mod activation which somewhat confusing at first.

And gathering into 1 file; it is not viable as mod size limit in workshop is 100mb for S2 and there some graphical meshes that can conflict when merged. Also people have the freedom to choose among these list. Not everyone likes everyone of it.

Hope you can resolve your issue.
Katsumoto SK 19 Mar, 2019 @ 10:02am 
I followed the order but it was crashing so I enabled only some of them, one by one and combining them. I can run only 4 mods at once. Game crashes, I disable latest activated mod and then enable next one...still crashing, disable it, then next and game run smootly. Its weird but I think you should make better wroted order, or just put your mods to one .
pack file.
Gestalt  [author] 19 Mar, 2019 @ 9:27am 
And be sure to change the format of SoTS Castles from mod to movie as they will lead to an error if activated from mod manager. I don't know why, my mods have nothing in common with them.
Gestalt  [author] 19 Mar, 2019 @ 9:25am 
@Katsumoto,
Hey,
Just fired up it with newly updated Mounted Ninja mod(with all of my other mods additionally), runs fine. Can you please deactivate one by one to see which of the mods is causing the issue.

Other than Community pack which involves some external files, the other mods should run smoothly as soon as you download and activate based on the order I gave above.

Maybe you transformed some other file into movie format and forgot about it and it stays active along with my mods. Hope you can find the problem.
Katsumoto SK 19 Mar, 2019 @ 9:14am 
Not working, just crash at start and yes, I´ve done everything right.
Gestalt  [author] 19 Mar, 2019 @ 9:09am 
@追梦少年 :
Hey,
The animations are limited in S2 and I am not a modder as far as the coding included in it. I am just mere copy and paste database editer, if you want to name it :).

So problem lies in S2. The weapon switching actions are as it is for now until someone offers a solution or I find one but if Engineer haven't found anything up to now, I also won't, probably.

But stay hopeful :)))
追梦少年 19 Mar, 2019 @ 8:59am 
yeah,that’s my question,I think it’s will better if archers carried spears on their back and when I use their exchange ability,archers can get their weapons such as spears from their back。That will more real and reasonable!but in other way,it may be difficult to modify game data...thank you for your reply!
Gestalt  [author] 17 Mar, 2019 @ 11:40am 
@EmielRegis, cool hope you like it :)
Regis C&C 17 Mar, 2019 @ 11:32am 
Just found this submods collection after 200h in MoSS mod. So next 200h or more of play awaits:steamhappy:
Gestalt  [author] 14 Mar, 2019 @ 8:57am 
Hey,
As far as I can understand from your text, you are asking why archers/mathlock users have melee weapons that emerges from nowhere in their animations. Am I correct?
追梦少年 14 Mar, 2019 @ 8:35am 
firstly,thanks for u great job!but why some shooters can get close-in weapons from air?such as Naginata Nun,so if I want delete this magic power shooter,which mod i should retain.my lord,still waiting for your early reply:lunar2019crylaughingpig:
Gestalt  [author] 13 Mar, 2019 @ 4:05pm 
The issue is Character Daimyo pack should include all daimyo pictures as it is the first mod that effects daimyo pictures. However it has only Otomo daimyo which you find his protrait out of place. The trick is you have to place a mod that includes all daimyo portraits, therefore I put portraits in my main mod and Elite reskin mod. If I put it in Legendary Reskin, then it still come after General Daimyo pack and it won't work. And if you load Legendary Reskin before General Daimyo pack, it will overwrite a lot of files in General Daimyo pack and it will become obselete. I mean you have to do the operation yourself; it is very easy.

1) Open General Daimyo pack with PFM, delete ui folder and save it.
2) right click to generaldaimyo.pack>> add from pack >> dra's Reskin original
3) then in the newly openned menu right click to "ui" directory, press ok..
4) if you do right, new files are added in green color to daimyo package. Save it and run the game
unConsciousness 13 Mar, 2019 @ 3:36pm 
I don't think I am using your main mod, although a couple of your submods, mainly AUM and Legendary Shogun Reskin.