Total War: WARHAMMER II

Total War: WARHAMMER II

Replenishment for Bretonnia
53 Comments
the-town-drunk  [author] 29 Sep, 2022 @ 3:46am 
Warhammer 3 version:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2869032909

A bit different implementation to make it easier to maintain but largely the same concept.
Jamirus83 19 Sep, 2022 @ 10:30am 
the mod please for part 3
Nikitian 23 Aug, 2021 @ 9:32am 
Thanks a lot! I'm buffing Bailiff a bit (extra tax rate) to be more valuable for "governor" Lords in my mod, so this helps a lot with compatibility.
the-town-drunk  [author] 23 Aug, 2021 @ 7:03am 
No changes to Tenth Share.

I didn't consider moving Bailiff cause I think it's such a worthless skill.
That said, it's quite easy to put it back for the vanilla lords so I did, unlocked at level 12.

For the lords added by mods I need to check what they had before individually so that takes more time, I might do it later.
Nikitian 23 Aug, 2021 @ 4:59am 
Interesting mod; after some consideration, I must admit that these skill changes are probably for the better, and quite fitting for Bretonnia campaigns. I take it that Tenth-Share is unaffected, only Bailiff is gone? Do you think there is a place for giving Bailiff the same treatment as Gifted Beginnings/Servants of Manann/Irresistible Spirit, i.e. moving it elsewhere with a level requirement? It isn't widely useful (unlike the new replacing skill), but in a rare case of economy-boosting lord it helps industry stay almost on par with farming income.
the-town-drunk  [author] 27 Jun, 2021 @ 4:26am 
Thanks for the help, finally had some time to update it.
[FS] Kapitan Wolfgang 9 Jun, 2021 @ 5:00am 
I've got a working version I could send you if you want.
the-town-drunk  [author] 7 Jun, 2021 @ 6:18pm 
Thanks for the heads up, I'll check it out once I have a chance, haven't played in a while.
[FS] Kapitan Wolfgang 7 Jun, 2021 @ 5:48pm 
I've looked at the files, but currently your replenishment mod doens't work for John tyrewel, because Mixu changed the
wh2_main_skill_node_set_brt_john_tyreweld Character Skill Node Set to mixu_skill_node_set_brt_sir_john. It should work if you change it and a few other tables. Just tested by changing it :)
warpath.pr 11 Apr, 2021 @ 11:49am 
Is this compatible with Radious Total War Mod?
Lampros 12 Feb, 2021 @ 4:44am 
Irrepressible Spirit is seriously OP. Maybe halve the values?
Primarch XVI 4 Dec, 2020 @ 11:39pm 
Oh thanks man, that's great :)
the-town-drunk  [author] 4 Dec, 2020 @ 10:03am 
@Primarch XVI that lord should be included now, it was part of a different mod from Mixu
Simon 4 Dec, 2020 @ 8:26am 
thx for update
the-town-drunk  [author] 4 Dec, 2020 @ 7:50am 
Updated for last DLC.

Replying to the comments:

ss7877 - no plans for Chaos as I don't really play them, I made this mod first for personal use and decided to make it public. Sorry.

loki365 - I just tested, razed Grung Zint on turn 2 (same turn the event starts) and the event disappeared.

Primarch XVI - I'll double check Mixu's lords.
Primarch XVI 16 Aug, 2020 @ 2:55am 
This doesn't seem to affect Mixu's lord John Tyreweld, for Fyrus down in the deserts. Haven't checked any of the other Mixu lords but it is working for repanse.
loki365 4 Jul, 2020 @ 5:32am 
Works, but, seems to break the Green-Skinned and Unpleasant land event. Razing Grung Zint did not end the event and I was still suffering incursions.
ss7877 30 Jun, 2020 @ 3:01pm 
Hi, the-town-drunk
Thanks for your mod - a great work,

Can you do the same for Chaos, pls?
the-town-drunk  [author] 21 May, 2020 @ 1:46pm 
Hey @OwL_PaRTy, sorry for the late reply.

It is save compatible put it will change the skill trees and move some stuff around, so you could lose points spent if the skills conflict. For new lords recruited it will be fine.

I modified their blue skill like to match the official lords, so they also have replenishment and reduced upkeep.
It's been a while since I've used their mods though, so if they changed something it could be broken. I'll double check once they update their mods for the latest DLC.

I think I'm missing the last lord added for the Dukes of Bretonnia mod.
OwL_PaRTy 21 Apr, 2020 @ 2:21am 
Hello 2 questions.
1) Is this save compatible?
2) Reading through the comments I understand that it can work with Mixu and Dukes mods, but have you done updates for those custom lords as well?
comrade_bobroff 13 Jan, 2020 @ 5:17am 
Thank you for the update!
the-town-drunk  [author] 8 Jan, 2020 @ 6:54am 
I'll be back home next Monday so I'll release a proper update then.
holtz_revenge 30 Dec, 2019 @ 11:21am 
Good luck getting this back working. I'm not sure I want to play Repanse without it.
Centurin 22 Dec, 2019 @ 8:05pm 
Hopefully you can find or borrow a windows pc so the mod can be updated. Definitely vital for repanse
Angry Twilight 17 Dec, 2019 @ 9:29am 
any update? this mod is too vital for repanse
the-town-drunk  [author] 15 Dec, 2019 @ 5:31am 
No idea. Still can't access it.

I was really looking forward to playing Repanse so this is very frustrating.
Todbringer [FR] 13 Dec, 2019 @ 2:27pm 
oh ok and how much time you think is going? your mod is very nice thx for your work
the-town-drunk  [author] 13 Dec, 2019 @ 12:30pm 
I will. Just having an issue since I only have a Mac laptop available for a few weeks and I still can't access the new DLC on it, it's not released at the same time as the Windows version for some reason.
Todbringer [FR] 13 Dec, 2019 @ 12:21pm 
can you add Repanse de Lyonesse please?
heavystorm 12 Dec, 2019 @ 5:48am 
@the-town-drunk
I guess it was some kind of mod conflict. Now he has skill as intended. Interesting.
https://i.gyazo.com/7f87bfbc207bd985b13c7085bab4eb10.jpg
the-town-drunk  [author] 12 Dec, 2019 @ 5:22am 
@heavystorm
Could you download this mod please, start a campaign with him and check his skills?
I can only think a mod conflict would cause this since he has no entries on the game data.
I'll try confederating him as Repanse once the DLC is available.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1158985864
heavystorm 12 Dec, 2019 @ 5:02am 
Other lords had the skill as intended.
heavystorm 12 Dec, 2019 @ 5:02am 
It was the Sir John Tyreweld, faction leader of Knights of Origo. I remember correctly because after confederation when i look at him and didn't see the skill, i just disband him straight away.
the-town-drunk  [author] 12 Dec, 2019 @ 5:00am 
@heavystorm I just tested that using a faction unlocker and the skills are there.
Are you sure the mod was on?
I can't find any entries for those lords, they are just generic lords with set names.
the-town-drunk  [author] 6 Dec, 2019 @ 11:27am 
@heavystorm yeah, didn't realise those guys were not just generic lords, I'll add them

also will update to add Repanse but will do it all in one go probably so this will get fixed after the DLC lands
Todbringer [FR] 29 Nov, 2019 @ 8:51am 
very nice mod
heavystorm 16 Nov, 2019 @ 8:38am 
@the-town-drunk
Hi,
Sir John Tyreweld, faction leader of Knights of Origo does not have the replenishment skill. It seemed like oversight to me.
Lampros 11 Sep, 2019 @ 1:24pm 
Thanks, bro!
the-town-drunk  [author] 11 Sep, 2019 @ 1:08pm 
I didn't see anything in the patch notes that could cause a conflict with my changes. Figure it's going to be the case of just uploading the mod again to get rid of the outdated flag.

I'll do it over the weekend but I expect it to work until then.
Lampros 11 Sep, 2019 @ 11:10am 
Will this need updating?
Strontum 1 Aug, 2019 @ 9:41pm 
Thanks so much for this!
the-town-drunk  [author] 4 May, 2019 @ 8:04am 
First update is out! All changes added to description.

Let me know if there are any problems.
Lampros 30 Apr, 2019 @ 2:51pm 
Thanks in advance!
the-town-drunk  [author] 30 Apr, 2019 @ 2:36pm 
It's compatible in the sense that using both together won't break anything but the custom lords won't have the new replenishment skill.

I'll take a look over the weekend and see how much work that takes.
Lampros 30 Apr, 2019 @ 1:44pm 
Got it. One more question: Would this be compatible with Mixu's 4 Bret Lords? I think he re-did their skill tree entirely as well.
the-town-drunk  [author] 30 Apr, 2019 @ 1:35pm 
Adding an existing effect to an existing skill is pretty safe. The risk of issues increases a lot when moving or adding new skills or skill trees.

I know what you mean about having issues with this type of mod. At some point I had 3 different mods installed that changed the Fay Enchantress skill tree but 2 of them I only wanted for the other content they had, not the skill tree changes. Had to remove one and miss out on some nice features because an unrelated thing was causing issues.

So I'm pretty on board with keeping the mod focused.

And thanks for reminding me of JR's mod. I've disabled it since it doesn't work with the last DLC yet but I'll make sure my mod is compatible.
Lampros 30 Apr, 2019 @ 10:49am 
Thanks for the prompt - and comprehensive - reply. I do not understand the mechanics of modding much, but I've had mods that change character skills cause a lot of issues (with JR's Old World Skills being the most flagrant example). So I was being a bit cautious. But if you say I am raising a false alarm, then I may try it! ;)
the-town-drunk  [author] 30 Apr, 2019 @ 10:23am 
I understand the concern but compatibility wise this is 99% safe. The only way an issue could arise is if another mod removed the skill from the database altogether. Even removing the skill from the lords themselves would be fine.

I do appreciate keeping things minimalistic and I thought about having a separate mod for that but it's such a small change that I'm on the fence if it's worth it. I'll keep it in mind.

Thanks for the feedback.
Lampros 30 Apr, 2019 @ 7:46am 
Minimalism is better, as most folks who use mods use multiple mods - and the more changes the more chance of breaking stuff...
the-town-drunk  [author] 30 Apr, 2019 @ 3:16am 
I'm thinking of adding a new effect to the Fay's Gifted Beginnings skill and Alberic's Servants of Manann. Those skills increase the cap and recruitment rank of damsels/paladins.

Alarielle has a similar skill that also enables recruitment of the hero in the region she is in, even if the required building is not present.

I've tested a few things locally and it seems to work, I'll try to get a proper release during the weekend.

Let me know if you think it's overpowered, not sure yet if I should tweak the other values to compensate for that.