Total War: SHOGUN 2

Total War: SHOGUN 2

Customized Darthmod V5 (1.5)
207 Comments
Arsene Lupin  [author] 29 Jul, 2024 @ 12:24pm 
I'm not 100% sure how morale works in Shogun 2, but I think that, yes, units will rout more quickly. But, because of the increased lethality of combat, they'll likely also suffer more casualties, so don't expect fleeing units to have more survivors.

And depending on what units are colliding, you can sometimes smash two together and force one to rout almost immediately.
Noob0 28 Jul, 2024 @ 4:38pm 
I don't see any changes to moral settings, dose this mean a higher percentage of troops will die before group breaks?

~asks (the only) guy who wants more units running away rather than getting killed
ParreN^ 23 Oct, 2023 @ 11:57am 
great work! but i just wonder, can you possibly make so that the yari ashigaru figts with theirs spears and not the sword? in kinda fucks up the immersion when u have thounsands of guys with long spears on their backs instead of using them for fighting. Much love
Nightmare799 16 Jul, 2022 @ 7:48am 
Thanks for responding Arsene. I did some more research and found out one can safely use a https://www.twcenter.net/forums/showthread.php?538081-Bayonets bayonet mod. The stats remain the same, the only difference the units like imperial guard have bayonets.
Arsene Lupin  [author] 16 Jul, 2022 @ 4:04am 
@Nightmare799: I'm not sure, I'd have to double-check vanilla FotS and I'm away from my PC currently. This mod only affects a single table of values, and it's possible one of those values can be used to change a unit's weapon type. I'll look into it the next time I boot up my PC. I've been meaning to make a few additional changes to this mod, so it's no trouble.
Arsene Lupin  [author] 16 Jul, 2022 @ 4:01am 
@TAYNAY: Thanks, glad you're enjoying. I don't think there's anything in the mod that would affect unit formations, so I have no idea what could be causing. I'll take a look, though. Thankfully everything is just in one big table.
Nightmare799 14 Jul, 2022 @ 8:57am 
Thanks for the mod. I have to ask though, is the imperial guard infantry supposed to have katanas instead of bayonets? It's kind of breaking my immersion because while all the line infantry have bayonets, the imperial guard (maybe other guards unit as well) have swords. Is there a way to change this?
TAYNAY 13 Jul, 2022 @ 10:24am 
Hello Lupin,
Great tweaks to the mod! Really loving it compared to the base Darthmod pack, feels more lethal and faster paced! Well done!
However, I have seen one issue that puzzles me so far: Bow Cavalry and No Dachi Samurai units seem to be stuck in loose formation at all times, with the loose formation toggle button having no effect on them. Any idea what might be causing this? It makes charges with the no dachi significantly less deadly, so while playing as the Date, its crippling.
Please let me know if there is a fix that you would recommend. Thank you!
S7 24 Jun, 2022 @ 7:18am 
This sounds like what I was looking for with darthmod. Thanks almost 10 years later lol.
Arsene Lupin  [author] 14 Dec, 2021 @ 2:22pm 
This .pak will have zero effect on the game's audio, so I don't know why that's happening for you. If you're still having issues, I'd suggest checking the Windows Volume Mixer to see if the application is getting muted, or if it's emitting audio that you're just not hearing (which usually indicates an audio driver issue).

And if all else fails, there's always uninstalling the game via Steam, manually deleting all of the game files, and reinstalling.
José 12 Dec, 2021 @ 8:11pm 
@Arsene Lupin my mod even unsubscribe from the workshop does not come out! stay in the game! even if I manually delete the .PAK files from it. and when I remove the audio correction the mod uninstalls but the game is muted.
Arsene Lupin  [author] 11 Dec, 2021 @ 5:41pm 
Easiest way is to unsubscribe from the Workshop, but that's definitely not something that would be caused by this mod.
José 9 Dec, 2021 @ 10:08am 
how to uninstall???
my game is just getting muted without the mod
plk Lesiak 11 Oct, 2021 @ 3:17am 
I still have to check out how it works in practice, but thank you so much for this mod! For a long time I wanted to try a traditionalist run in FoTS and these changes should make it a lot less painful. The high upkeep of everything immidiately turned my original attempts into a boring slog, more frustrating than difficult, this should be a lot more fun. :)
Arsene Lupin  [author] 12 Sep, 2020 @ 2:41pm 
Unit sizes should be the same as in vanilla Darthmod.
Sentenza 12 Sep, 2020 @ 4:23am 
Yari ashigaru has less men than Bow ashigaru, is this normal?
Arsene Lupin  [author] 27 Jul, 2020 @ 8:39pm 
Nothing in this mod should affect audio, but as I said in the description, you may need to try the audio fix.
Captain Sternn 27 Jul, 2020 @ 7:30am 
I have a glitch where in shogun 2 when melee infantry throw torches at gates it makes the sound of matchlocks firing
Arsene Lupin  [author] 9 May, 2020 @ 5:59pm 
NP. Not sure when I'll find the time to go through it, but hopefully soon.

I've formatted your suggestions and created a new thread in the forum to discuss this further. When I've got the new test version ready to go, I'll post about it there.
MF Shroom 9 May, 2020 @ 2:26am 
sure thing dude i'd be more than happy to. Just let me know how to install the patches and what to look out for in each patch
Arsene Lupin  [author] 7 May, 2020 @ 3:50pm 
Hm... thanks for your input. I'm am a bit hesitant about making specific adjustments like that because this is a modification of TWC's Darth Vader's mod, and I did not want to affect his balancing too much. Hence the blanket changes to unit categories instead of types (EG all infantry, all cavalry, etc.).

I do think your suggestions are good, but I remain hesitant. I've never felt particularly confident at discerning whether or not a game was "balanced." I have a number of projects I'm working on at the moment, but if I find the time to further tweak to unit stats would you be willing to help playtest the changes and make sure everything works well? I'm worried about changing too much and annoying the people who like the mod as-is.
MF Shroom 6 May, 2020 @ 5:44am 
Also it seems ridiculous that no-dachi samurai have more than double the charge bonus of cavalry but 0 melee defence and only 2 armour. Imo the charge bonus should be decreased and their melee defence and armour buffed
MF Shroom 6 May, 2020 @ 5:41am 
Ok. Could I suggest a few tweaks to the units?
- decrease the armour of naginata samurai by 3 (samurai with different weapons should have about the same armour)
- decrease the melee defence of yari samurai by 1
- increase the melee defence of katana samurai by 2 and melee attack by 2 (right now both yari and naginata samurai can beat katana samurai in 1vs1s which renders them utterly pointless)
- increase the melee attack of all ranged cavalry by 2
- increase the charge bonus of all ranged cavalry by 4 (5 total)
- increase melee attack of all ranged infantry by 2
- increase melee defence of yari cavalry by 2 and armour by 1
- Increase armour of bow cavalry by 1
- decrease armour of katana cavalry by 1
Arsene Lupin  [author] 5 May, 2020 @ 1:02pm 
Kind of. I didn't make any unique changes to individual units, but because the overall lethality of units is increased across the board, those differences are somewhat diminished at smaller scales.
MF Shroom 4 May, 2020 @ 11:54pm 
hey so i just got this and it looks like the naginata samurai shod be bout as good as katana samurai in 1vs1 and n the testing ive done that appears to be the case. whats up with that its feels off. Is this mod meant to be like that?
Arsene Lupin  [author] 30 Apr, 2020 @ 11:37am 
Yup.
Tamashii 29 Apr, 2020 @ 12:42am 
Does this mod still work as of 2020?
Landstander 5 Feb, 2019 @ 9:16am 
ah ok so it cant be fixed then? all i needed to know. not a big deal we can just disband and recruit fresh. love the mod btw. so glad he kept this alive
MrGrumpsman 4 Feb, 2019 @ 1:34pm 
Any mod that changes unit sizes seems to keep the default sizes of starting units; this also includes garrisons provided by castles and whatnot.
Landstander 4 Feb, 2019 @ 12:55pm 
Hmmm we only use this mod so i wonder what it can be
Arsene Lupin  [author] 4 Feb, 2019 @ 7:47am 
Sorry, I've no idea why that would happen. I didn't modify the morale at all, and in my playthroughs, Yari Samurai always tend to hold pretty well.

As for unit sizes... no clue there, either. Unless the game automatically gives you the same size units each Turn 1? Unit scaling, as far as I know, isn't affected at all by this mod. Sorry I can't be more helpful.
Landstander 4 Feb, 2019 @ 7:12am 
also we noticed morale issues. my friend had ashi charge his yari sam and his yari same routed the instant the lines touched.
Landstander 4 Feb, 2019 @ 6:20am 
hmmm me and a friend love the mod but having one issue. when we start a new coop our starting units have a low numebr count compared to the recuited units. any way to fix this?
Arsene Lupin  [author] 11 Aug, 2018 @ 7:38am 
Stamina is not affected, no. Basically this mod only changes the values listed above, in addition to the original DarthMod changes, which can be found here:

http://www.twcenter.net/forums/showthread.php?453038-gt-gt-gt-Download-lt-lt-lt-DarthMod-Shogun-II-v5-0-Finale-Edition-Launcher-HotFix-(updated-25-3-2012)
JP 10 Aug, 2018 @ 9:40pm 
Do units not regain stamina in this mod?
-=Zedd=- 23 Oct, 2017 @ 8:28am 
Thank u very much, i resolved the problem, that mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=150018206 was the reason, it's strange, because this mod is compatible with DARTH, may be i need to reisntall both of them?
Arsene Lupin  [author] 22 Oct, 2017 @ 10:18pm 
Sorry, I can't help you. This mod ONLY modifies the stats for buildings and units. It doesn't affect audio tags in any way.

Do you have other mods active? Or maybe old mods that you've since removed/deactivated are still interfering? I recall that someone else had a problem because an old mod they'd removed still left files in he install directory, and was able to resolve everything by purging the install directory (uninstalling the game from the Steam client, manually deleting the install direactory in steamapps/common, and the redownloading.

I'm sorry I can't help any more than that.
-=Zedd=- 22 Oct, 2017 @ 2:34am 
Mr. Arsene-Lupin, can u help to resolve this issue?
-=Zedd=- 21 Oct, 2017 @ 11:32am 
sounds_fixed.pack wan't helped, horse bowmen still noise like guner
GreedoSh0tFirst 31 Aug, 2017 @ 2:36pm 
better maps 0.45
stronger towers
3 skill points per level for agents
remove "eye for the ladies" trait
combat skill tree buff for general
12 turns per yr
and my favorite expanded japan
Correct me if i am wrong but i prob could of did without the 12 turns per yr? if i remember correctly which i prob am not(stoner) but darth mod extends turns per yr right? dont know why that hit me all of a sudden
GreedoSh0tFirst 31 Aug, 2017 @ 2:27pm 
yo arsene thanks for reply and ty for not being an ass some ppl misunderstand me and take it personal. btw love the mod so far i added a few extra mods to it to make the experience even better. Playing as takeda the battles are awsome not to long not to short ai is to smart for there own goodd and they dont act bias an they dont play it cheap like buy only best units. Very fair and balanced mod and feels real maybe not 100% historically accurate but then if it was it wouldnt be near as fun ty arsene and darth vader! p.s. in a few i will post which mods i used for my experience.
Arsene Lupin  [author] 30 Aug, 2017 @ 10:26pm 
@Greedo: The launcher is for extra submods... IE additional mods that are compatible with Darthmod. If you want to use those with this, you'll have to install them separately, as I don't know how to mess with launchers. Those submods are, specifically:

Fall of the Samurai Bayonets by IGdood and Kungfuserge
Darth Effects
JFC Unit Cards
Vastator Unit Style 1.3
Alternative Clan Colours by Demokritos
Uniform part of NOIF's Boshin War Mod
Historical Flags, Banners and Uniforms by ?Noif de Bodemloze?
Noif's Bows by ?Noif de Bodemloze?
BullGod Tercio by Bullgod

It's possible (though unlikely) that you may encounter compability problems when using other mods (including those listed above), and I won't be able to help you with that. The submods are all aesthetic, so if you're ONLY using this mod, you're still getting the "full experience" in terms of actual changes to the game systems.
Arsene Lupin  [author] 30 Aug, 2017 @ 10:26pm 
Yeah, all you have to do is hit subscribe.

This is *everything* that's in the original Darthmod v5 (also hosted on the Workshop, see "Darthmod: Shogun II SW v5.0") plus the changes litsted in the description.

GreedoSh0tFirst 28 Aug, 2017 @ 9:28pm 
in order to use this mod i need only to hit subscribe? i just want to make sure when i start a long campaign that i am doing it with a full overhaul mod
GreedoSh0tFirst 28 Aug, 2017 @ 8:43pm 
ok so for darthmod if u want the full experience of the mod u have to download the launcher.....so this mod doesnt need the launcher? the reason i ask this is because i want the full mod with no missing features. That is the big problem i have with mods they dont tell you the workshop version doesnt give you everything so u could be 20-30-60 turns in a realize you were missing out on a key feature of the mod which would of changed it 180 degree.

Not sure if some1 played RADIOUS mod but most big overhaul mods i play(workshop) i always feel something is missing like half the game is vanilla the other half mod when i want a full overhaul or w/e the termanology is. Btw arsene mod looks dope cant wait to try it thank you.
Arsene Lupin  [author] 11 Aug, 2017 @ 9:50am 
You'll have to test it yourself to know for certain. I'm not familiar with those mods, since Customized Darthmod doesn't add any new assets, it should be compatible with pretty much anything.
Aristoxenus 10 Aug, 2017 @ 11:53pm 
Does it it compatible with Imjin mods/korea?
Arsene Lupin  [author] 1 Aug, 2017 @ 9:11pm 
Re:Blank, head over to TotalWarCenter.net and download the Pack File Manager. It will allow you to open up and modify the game data yourself. And if you need any help/advice modifying it, the TWC is the place to ask. Lots of helpful, friendly people there--and lots of very useful resources, too.
Snow 31 Jul, 2017 @ 10:04am 
can someone pls tell me how to edit the mod
Felix Cited 28 May, 2017 @ 4:21pm 
One problem is that the units lose the ability to recover from fatigue