Total War: WARHAMMER II

Total War: WARHAMMER II

Encounters at Derp - Double Treasure, Etc (WH2)
65 Comments
Layth36 22 May, 2024 @ 9:26pm 
@LordOmlette pack file names can't have spaces, so I just fixed it by replacing them with underscores. Just thought I'd let you know in case you update the steam mod.
LordOmlette  [author] 22 May, 2024 @ 9:18pm 
@Layth36 - that would require changing the pack file name and re-uploading, and that's something I have no intention of doing. What specifically is wrong with the filename and why can't you change it locally?
Layth36 22 May, 2024 @ 8:52pm 
@LordOmlette I know you said you wouldn't revisit this mod but if you ever do, there's an issue that makes the mod unusable and it's easily fixed by changing the pack file name.
LordOmlette  [author] 25 Sep, 2023 @ 6:11am 
@kinngrimm - That mod also edits wh2_campaign_encounters_at_sea.lua so the double treasure spawn rate will not be available. The other changes should be available though.

@LiquidThicc - I am no longer modding TW:WH2 so I don't expect to revisit this mod to make it compatible.
kinngrimm 25 Sep, 2023 @ 3:35am 
you referenced "Varied Encounters at Sea" which itself suggests "Pirates of the World (w/ OvN Araby support!)". Is the later compatible with your mod?
LiquidThicc 26 Jul, 2022 @ 6:53pm 
Will compatibility with Mixu's Unlocker ever be achievable for this mod, in future updates?
LordOmlette  [author] 7 May, 2022 @ 7:43am 
They *should* respawn after 15 turns.
Agent Tower 7 May, 2022 @ 6:04am 
Ok, on the second test the increased aggro radius started to work correctly and they were hunting me down from much further away, but I couldn't manage to get them to go after any of the AI unfortunately, nor did I see any rogue pirates respawn that I took out. Played until turn 19. Still, the danger they pose and the increased treasure spots is fun to have so I'm happy enough, thanks for looking into it!
Agent Tower 7 May, 2022 @ 4:52am 
@LordOmlette Awesome, many thanks. I went ahead and patched the lua as you said just fine. First experiment didn't yield any results beyond what I seen the other night, but I'll try again now with a different load order, just about to load up.

What I'm doing is using the Console Command mod when playing as Archaon and teleporting around the map. I took out The Boyz of the Forbidden Coast first thing and was waiting for them to respawn, and teleporting AI armies into the oceon and the sightline of rogue pirates with nothing happening. I'll also check to see if Amanar is moving around too. Plenty of sea treasure out there like you'd expect with the mod as such. Do you happen to know how long it takes for the rogue pirates to respawn? Just so I play enough turns to check. Cheers!
LordOmlette  [author] 6 May, 2022 @ 8:15pm 
@Agent Tower - I'm stressed for time and can't test this anytime soon, but you can give this a try and see if it works https://www.dropbox.com/s/n5nibwmmmcxql1e/wh2_dlc11_roving_pirates.mixu-compat.lua?dl=0 (replace the contents, don't just import the file into the pack)
LordOmlette  [author] 6 May, 2022 @ 9:17am 
@Agent Tower - If I've got time I'll take a look later today, but you're right that this is an area where compatibility could be improved.
Agent Tower 6 May, 2022 @ 3:25am 
I really like the sound of this mod, but unfortunately I have Mixu's Unlocker for extra factions like OvN, Southern Realms etc. I thought about just taking the unlocker out as I just like fighting against the AI factions not playing them but I think it may be needed for landmarks and such.

Still, would it maybe be possible for me to patch Mixu's Unlocker for my own use so I can use both, or is it not worth trying? I extracted wh2_dlc11_roving_pirates.lua from both mods and was comparing them in Notepad++. There's stuff at line 182 related to diplomacy that I don't think is possible to move around for example. Still, if the main compromise is that the respawning pirate armies don't fight the AI at all that's something I can live with.

Sorry for asking about compatibility with other mods and such, just figured it was worth a shot before I get too busy with tinkering. Thanks for your work, your Vassals mod is super helpful and I'm going to try Roguier Rogues my next campaign for sure.
Tanaka 4 Feb, 2022 @ 7:23pm 
Wish there was a mod that reduced sea treasure spawn rate.
Rips 15 Oct, 2021 @ 6:55am 
Ok cool. That sounds good anyway!
LordOmlette  [author] 14 Oct, 2021 @ 7:19am 
@rips it would require a ground up rewrite to make this mod compatible with Pirates of the World, so I'm gonna say no, at least until I have the rest of my mods updated for TW3.

Note that the only thing that doesn't work when Pirates of the World is enabled is the double treasure feature. Rogue pirates will attack everyone, Amanar will attack anyone who isn't a high elf.
Rips 14 Oct, 2021 @ 12:07am 
@LordOmlette any chance of getting this to work with the Pirates of the World since Varied Encounters at Sea says it is no longer being updated and recommends that mod instead?
LordOmlette  [author] 4 Aug, 2021 @ 6:33pm 
@Mr.Soul - lol no mid-campaign trials, but thank you for getting the reference :D
MrSoul 4 Aug, 2021 @ 1:27pm 
...Q's not going just pop up mid campaign and give me a "trial" if a use this right? ;)
LordOmlette  [author] 9 Jun, 2021 @ 7:30am 
Even better, thanks for confirming!
Swansonhart 9 Jun, 2021 @ 6:01am 
@LordOmlette,
It's me, Λ Υ Σ Α Ν Δ Ρ Ο Σ, in a new disguise. I've started a Huntsmarshal campaign and I see AI rogue fleets fighting with other AI. I'm very confident now that it works as intended :cupup::cupup::ahdetective:
LordOmlette  [author] 4 Jun, 2021 @ 7:26am 
Excellent! :D
Swansonhart 4 Jun, 2021 @ 6:03am 
I'm still doing a VC campaign, but I noticed a rogue fleet declare war on Skaven:) Just wanted to let you know that it might be working.
Swansonhart 3 Jun, 2021 @ 2:12am 
@LordOmlette, It's alright. Experimenting with your mod is your privilege after all. If not for the people like you, mods wouldn't exist. You do you:cuphead:
I'm doing a campaign as Vlad the Dad, so I won't see pirates at all this time around, but I'll get back to you with my findings as soon as I start a HE campaign :)
LordOmlette  [author] 2 Jun, 2021 @ 5:56pm 
@Λ Υ Σ Α Ν Δ Ρ Ο Σ - in my defense, the earlier change was tagged experimental. I guess not enough people experimented to find out. AI should be more aggressive in this update, although it might take 10-20 turns before you see results.
Swansonhart 30 May, 2021 @ 3:56pm 
That's very kind of you! I don't know if it helps but regarding visibility I noticed that rogue fleets tend to swim up to AI fleets without attacking or declaring war on them. However, the instance I set out to sea, rogue fleets gather up from all corners of the map to attack me. Maybe that bit of info helps. Thank you anyway.
LordOmlette  [author] 30 May, 2021 @ 2:41pm 
@Λ Υ Σ Α Ν Δ Ρ Ο Σ - The way the mod works is that rogue pirates will consider attacking armies at sea that they can actually see. It's possible (but unlikely) that they've somehow gone through the entire 80 turns without getting close to another faction at sea and that's why they're not declaring war on the AI.

The reason I only consider armies at sea is because I don't want the AI to murder a faction before it has a chance to grow.

I've bumped up the logging on my side, bumped up the visibility range, bumped up the aggression a tiny bit, and also re-arranged some of the checks for suitability. I'll play with this for a week and if I'm happy with the results I'll release a new version next weekend.
Swansonhart 30 May, 2021 @ 2:16am 
Thank you for taking a look at my problem:)
I didn't notice your typo either at first :D hehee, was late for me too:)
LordOmlette  [author] 29 May, 2021 @ 8:34pm 
@Λ Υ Σ Α Ν Δ Ρ Ο Σ - "so it's unlikely that it'd be surprising" I think I need to go to bed D:

By 80 turns in, the rogue pirates should've discovered almost all seafaring AI factions and gone to town on them. I'll take another look and see if there's something I might've missed.
Swansonhart 29 May, 2021 @ 7:58pm 
Thx for clearing it up about the scrip part of the equation. I'm using loads of mods, don't know where to start telling what might be impacting what, but as for the rest - Carcassonne medium difficulty at turn 80. All known rogue fleets are at war only with my faction. Very odd.
LordOmlette  [author] 29 May, 2021 @ 7:44pm 
@Λ Υ Σ Α Ν Δ Ρ Ο Σ - Rogue pirates attacking AI factions is handled by script mod, so it's unlikely that it'd be surprising if a mod conflict is the problem. What mods are you using? What campaign, race, and difficulty are you playing? How far are you into the campaign?
Swansonhart 29 May, 2021 @ 7:31pm 
No, when I said "rogue armies fishing for me" I still meant rogue fleets to be the problem (stated it in the topic sentence). Anyway, could it be a mod conflict?
LordOmlette  [author] 29 May, 2021 @ 7:14pm 
@Λ Υ Σ Α Ν Δ Ρ Ο Σ - This mod only affects rogue pirates. It doesn't touch rogue armies at all.
Swansonhart 29 May, 2021 @ 5:50pm 
I don't know why but rogue fleets don't seem to be attacking AI in my campaign. I have vampire coast coming at me wave after wave, while rogue armies hang about fishing only for me. They attack me all the time, but as for the AI, rogue armies sweem up to them and do nothing.
T3RR0RBLADED_XIV_BALENCIAGA 6 Apr, 2021 @ 3:05pm 
nice! cool that amanar exists for everyone not just in zombpirate campaign
LordOmlette  [author] 8 Nov, 2020 @ 2:28pm 
@viryu9 I uploaded an experimental version that should make rogue pirates more aggressive against the AI. Hopefully it works for you
viryu9 18 Oct, 2020 @ 2:56am 
Oh wow, my bad. It was indeed so long that I forgot I've already posted such a request, and I haven't read the last one. I'm sorry for that >.<
LordOmlette  [author] 17 Oct, 2020 @ 6:29pm 
@viryu9 it's still on my list of things to address. I realize it's been 3 months since you last asked, I just haven't had a chance to work on it just yet.
viryu9 17 Oct, 2020 @ 10:54am 
Is it possible to make the rogue pirates more actively seek war with the AI?
LordOmlette  [author] 27 Jun, 2020 @ 7:36pm 
@viryu9 that's tricky because it requires the AI is largely controlled by the database. I'm loathe to edit it since there's so many ways it can go wrong. I'll check to see if there's anything else I can do though.
viryu9 27 Jun, 2020 @ 2:30am 
Would it be possible to make the pirates more agressive towards the AI? Currently they declare war the moment they discover me, whereas against AI only when they are in range on sea.
LordOmlette  [author] 13 Jun, 2020 @ 1:22pm 
@viryu9 - that's great news, thank you for following up!
viryu9 13 Jun, 2020 @ 10:21am 
After 2 new campaigns I can confirm, it works nicely. It was that mod that must have collided. It's usually near the end that other AI start attacking rogue pirates, mostly because they rarely venture into the seas early on.
LordOmlette  [author] 25 May, 2020 @ 3:43pm 
Sorry @viryu9 it's definitely working for me in my latest campaign, both Malus and Alith Anar got attacked by pirates. I'm not sure why it's not working for you. I'm gonna need more time to research this.
viryu9 25 May, 2020 @ 9:35am 
Started 2 campaigns as Wurzag. By turn 7 and 10, twice did the nearby rogue pirates declare war on me when I was on land. No one else, even though other GS factions had their armies in sight.
LordOmlette  [author] 24 May, 2020 @ 1:12pm 
@viryu9 That mod will definitely conflict with this mod. If you try to use them together, make sure the "Encounters at Derp.pack" file is listed higher than the "quest_item_in_one_turn.pack" file. Just be advised that you won't get the Necrofex Colossus RoR unlock right away that the other mod would normally give you.

In my most recent playthrough as Eltharion the Grim in Vortex, I only recall one instance of a pirates and an NPC faction going to war (Tiranoc declared war on Sloppy Cruickshank), but that could be because I wasn't paying attention. In my next playthrough, I'll keep a closer eye to make sure pirates really are declaring war on non-player factions.
viryu9 24 May, 2020 @ 8:54am 
I honestly couldn't get it to work even once after couple finished campaigns, not a single time were the pirates attacking other factions. I went through all the mod lists I have, this is the only one that edited the same file, roving_pirates.lua:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1607558503

Could it be conflicting? KMM doesn't show any conflicts at all with my mod lists now, so I'm lost at what could be the problem. My last campaign with Grom had that mod disabled though, then again I did start it before this one was updated to current patch.
LordOmlette  [author] 12 May, 2020 @ 12:53pm 
All good yo, that was a bit of a shock to me too because I hadn't even thought to look for conflicts in that direction. I'm gonna see what I can do to make sure they don't conflict in the future, although that might have to wait until after the next patch. Thanks for the heads up!
viryu9 12 May, 2020 @ 12:48pm 
Oooh, I've just browsed though the mods I'm using. I thought I haven't used any non-graphical mods outside of the community bugfix, but the one making AI not ignore each other was still active. It might have been because of that. Sorry, I need to be more careful next time with which mods are active >.<
LordOmlette  [author] 12 May, 2020 @ 12:36pm 
@viryu9 by any chance are you using Mixu's unlocker?
LordOmlette  [author] 12 May, 2020 @ 11:51am 
@viryu9 that's unexpected, it's working fine for me. (By which I mean that I get attacked by rogue pirates in my campaigns and so do other factions.) Are you using Kaedrin's mod manager or the builtin? If you're only using CA's launcher, please try KMM https://github.com/Kaedrin/warhammer-mod-manager/releases/tag/v1.8.10