Total War: WARHAMMER II

Total War: WARHAMMER II

Legacy Chaos Marauder Chieftain Voicepack
77 Comments
funni monki  [author] 13 Nov, 2022 @ 7:23pm 
As much as I would love to accommodate your request, unfortunately I don't feel like supporting a mod that doesn't really have much in the way of popularity... hopefully that makes sense.

With that said, I did write up a guide a while ago on how I made this mod in the first place - if you want to take a peek at it and give it a shot (and therefore make this mod for WH3) - feel free!

Here's the guide link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2187854155

The steps are identical for Warhammer 3, since nothing's really changed between all the three games as far as modding tools. It's very simple, and I would love to know if you managed to get it up and running.
PorkNotBeef 13 Nov, 2022 @ 7:15pm 
Would it at all be possible to make this mod for Wh3?
The original Norsca voicelines are greatly missed. =(
Vaxar Kun 22 Nov, 2021 @ 9:30am 
>Works with Mixu's lords and unlocker, but an oddity makes an additional Skaeling army spawn near that mod's new LL at Doomkeep ... this might make it slightly harder to play for Wulfrik players early on, but otherwise no compatibility issues.

There is also an army duplication on Vortex - using Mixu's unlocker and LL mods. With this mod Rakarth faces 2 armies - without this, only 1.
theimprobableone 22 Sep, 2021 @ 4:29am 
ARE YOU A GOD?
medusa0 11 Sep, 2021 @ 10:39pm 
Here it is: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599826034 , please let me know if it works for you.
funni monki  [author] 11 Sep, 2021 @ 9:08pm 
Hey there,

Sounds good! Feel free to upload it, I would love to take a look.

I haven't had a chance to recreate anything on my end yet, but I was hoping to take a look at that soon.

Thanks for continuously checking in!
medusa0 11 Sep, 2021 @ 8:44pm 
Hello again 🐔︻气デ 一 一一一一一一一一一一一😲一一, I ended up making a rudimentary mod that applies the legacy voice to Surtha Ek and the Vargs faction only and made him a custom legendary lord (amongst other changes such as tweaking the generic Marauder Chieftain skill tree to incorporate devotion skills). It is compatible with the Mega Faction Unlocker and likely other mods that uses startpos.esf.

It till needs a bit of polish regarding the character portholes and balances, but is otherwise usable.
If you are interested, I can upload it somewhere.
funni monki  [author] 10 Sep, 2021 @ 9:03pm 
Hi there,

Thanks for explaining! I will play around with it when I have an opportunity, and see how it'll work out. I'll take a further look into that reference page you provided before - definitely not seasoned enough to know what I'm doing, unfortunately.

I think I know what you're referring to vis a vis orders though, I've seen oddities where chaos lords spawned looking like bright wizards... will keep that in mind.
medusa0 10 Sep, 2021 @ 7:47pm 
The example script only spawns one newly defined lord next to the original lord, and then deletes the original one. It should be modified to work with multiple factions and characters. In theory it will pick portrait and lord variation based on the faction turn order, so if you really want to associate a set "face" with a spawned lord, you will also have to spawn them in the same order.
medusa0 10 Sep, 2021 @ 7:42pm 
Hi 🐔︻气デ 一 一一一一一一一一一一一😲一一 , the .lua is inserted into your pack file, under script/campaign/mod folder. The command line at the end:
cm:add_first_tick_callback(function() your_function() end:);
Automatically runs the function at the start of your game session, and checks if it is a new campaign with:
if cm:is_new_game()
Which then goes through the entire function to carry out the swapping.
funni monki  [author] 10 Sep, 2021 @ 12:42pm 
Thanks Medusa,

This is excellent! Thanks for looking into this and providing more background (and examples) for me - I read into it a little bit and I think I'm up to speed on what needs to be done.

Side question - as I am inexperienced with how scripts operate in TWW2 - does including them in the .pak have them run automatically or will there need to be a command input somewhere in order to get them to fire upon campaign start?

If you're not sure, don't feel obligated to answer - I can figure it out as well later when I have a bit more time.

Either way, I'll test this and tweak it from there!

Super appreciate the suggestion.
medusa0 10 Sep, 2021 @ 11:34am 
For my case, I replaced Surtha Ek, we can replace a couple lines from the example for this purpose:
subtype = "nor_marauder_chieftain", -- From agent_subtypes_tables
forename = "names_name_2147345608", -- Surtha culture 198 from localisations.loc
surname = "names_name_2147345760", -- Ek culture 198


For quick testing you can replace Wulfrik, using the following lines:
local faction_name = "wh_dlc08_nor_norsca";
local char_subtype = "wh_dlc08_nor_wulfrik"; -- Wulfrik's agent subtype
local char_forename = "names_name_981430255"; -- Wulfrik's forename to find character_list


To replace Surtha Ek himself, we will change the lines above to:
local faction_name = "wh_main_nor_varg";
local char_subtype = "nor_marauder_chieftain"; -- Original Surtha Ek's agent subtype
local char_forename = "names_name_2147345608"; -- Original Surtha Ek's forename to find character_list
medusa0 10 Sep, 2021 @ 11:33am 
Thank you for your kind words! After a bit more testing, I narrowed it down to the custom lord that I was using for the replacement, and the generic "nor_marauder_chieftain" worked correctly in the diplomacy porthole.

The base script can be credited to Aexrael Dex, and is from: Example Scripts - Total War Modding [tw-modding.com] (Replacing a Starting General)
funni monki  [author] 10 Sep, 2021 @ 10:59am 
Sorry, I re-read your comment and realized you're probably talking about that side effect stemming from testing your method for replacing the leader. That is rather odd!

Either way, let me know if I can assist.
funni monki  [author] 10 Sep, 2021 @ 10:36am 
Hi Medusa,

That is something I have considered before, but I do not know .lua and therefore would be useless in that pursuit. I do believe that would by far be the most efficient method to do this, once you get the tedium you mentioned out of the way...

I completely agree that using startpos.esf for this is really, really inconvenient considering the change is so minute, but unfortunately I don't have time to spend right now pursuing a better method. I only left this up in case there are some souls out there who do, for whatever reason, want to use this and they don't mind the startpos limitation.

If you do choose to pursue this or find someone that wants to, it would be great to know what you'll find - feel free to take any credit as you see fit, as well.

The side effect you're describing sounds new to me... I don't think I've encountered that before. Must be a new CA 'feature', if not a mod conflict...

Let me know if I can help in any way and I'll try my best.
medusa0 10 Sep, 2021 @ 9:50am 
Hi @op, there is an alternative method of getting the campaign map/diplomacy selection voice by using a .lua script to replace the faction leaders with a "clone" on campaign start. The only tedious part to doing it that way is that you need to know the faction name of the lord to be replaced, their names, and starting army. I have not figured out how to get them to spawn with random starting traits (innate skills) yet however.

A rather funny side effect of playing a faction with a leader that is replaced this way is that their animated porthole in diplomacy screen will have them facing backward, so you will be staring at the back of their head the whole time. Obviously this will not be an issue if the leader is of an unplayable faction.

I have not playtested far enough into a campaign to figure out if a cloned Surtha Ek will still be eligible for the Settra defeated trait and vice versa.

Edit: this is so that you do not have to use startpos.esf.
funni monki  [author] 6 Aug, 2020 @ 9:27am 
No problem at all!
MaskedMustachio 6 Aug, 2020 @ 7:58am 
Will do thanks a ton for the help!
funni monki  [author] 5 Aug, 2020 @ 9:25pm 
Hello - first off, I'd like to say, that is very impressive work you've done in that mod! A lot of things just to turn Karl Franz into a woman haha.

Second off, for the audio portion, you definitely did it right - I was going to suggest using that 'silent' audio group to see if it does anything - startpos.esf should definitely fix this problem upon campaign start.

I've finished the guide - it is huge, but if you skip to the TL;DR section for the "Campaign Map" portion, you should be able to do the startpos.esf portion... sorry if it's not very clear - I'll probably work on it as time flies when it occurs to me that I've written it vaguely :-P

Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2187854155

If you have questions though, feel free to ask - if you can, do ask them on the guide, however, so I can keep track...
funni monki  [author] 5 Aug, 2020 @ 11:16am 
Thank you! When I get home I’ll take a look at it!
MaskedMustachio 5 Aug, 2020 @ 9:09am 
Thank you so much. I really appreciate the help. Here it is so far.

http://www.filedropper.com/maskedmustachiosladyfranz
funni monki  [author] 4 Aug, 2020 @ 10:17pm 
Understood. You've probably done everything right, and you just need startpos... I can almost guarantee you. For diplomacy, I think you can just remove the indicated strings that it uses by default, and include them in your modpack; that might cause them to not be played... I've never really tried that but I surmise it can work that way.

I'm in the middle of writing the guide for this process - I'll make a TLDR version in it cause I want to note down every detail otherwise, since no one ever bothers writing this shit down when people are trying to look for it... can you actually send me what you have thus far so I can take a look and confirm you're good to go? Just in case - and then we can see if startpos will get it to work.

You can use filedropper to upload your mod pack - should be most convenient: https://www.filedropper.com/
MaskedMustachio 4 Aug, 2020 @ 10:08pm 
I was actually just trying to use the silent voice (ie no voice at all) but I have tried several voices. The backup was Repanse but that didn't work either. I have not tried changing diplomacy lines yet as I am not yet sure whether I plan to change it to something like Repanse to actually have a voice. If there is no voice I would do that but I have not played around with the diplomacy voices enough to know what is available.
funni monki  [author] 4 Aug, 2020 @ 6:37pm 
Gotcha. No problem at all! I think that would work the same just fine - I don't see why not...

Just to confirm - what voice are you trying to swap it out for? Will that include diplomacy lines? Is it a custom voice you made/downloaded and turned into playable files for the game? (Not sure if that works but I don't keep up so I wouldn't know haha).
MaskedMustachio 4 Aug, 2020 @ 6:23pm 
Thank you for all that information. Yeah a tutorial would be great on that. Very interesting that the one change was all it took for the voices to "stick" for the norsca leaders. I am trying to change Karl Franz's voice for a mod I'm making for my wife.
funni monki  [author] 4 Aug, 2020 @ 6:09pm 
Oh, and when you DO modify a variable, you do NOT have to change it to something else - all you have to do is make sure it is modified; you can tell becuse it will display as yellow (orange? I'm partially colourblind, sorry) when you make changes to it, but you do NOT have to set a different value (or a value in general) than what was there originally.
funni monki  [author] 4 Aug, 2020 @ 6:07pm 
(Cont. from previous comment...)

As for your circumstance, what lord(s) are you looking to change? I know that the original lords in WH1 had a different code structure than the ones in WH2, so SOME warhammer 2 lords cannot have their voices changed upon start using the method I use in this mod - I'm pretty sure Alith Anar can have his voice changed, but I think that Repanse's voice didn't work when I tried to do it this way...

But regardless, all you have to do is just modify any variable within start_pos_characters, probably for ANY character, and then make the table recognize it as modified, then expport start_pos_characters as binary, and create a new startpos.esf with your modified mark. If you'd like, I can try to make it more visual via pictures... maybe a tutorial would be good.
funni monki  [author] 4 Aug, 2020 @ 6:07pm 
Good question - so the answer is no, it does not modify any actual positions of each individual lords; all it does is modify one, harmless variable (I believe it was like "Turns before Death" or something like that - I cannot recall exactly), and marks it as modified in that particular variable for ONE lord (it was one of the Vortex campaign norsca chieftains, I think).

I accidentally discovered that modifying that one variable (or perhaps any of them) allows the voice changes to set upon starting a brand new game. It is, honestly, a really really BAD way to do this and I wish there was a different way, but I am far too busy and not as motivated to go and search for an alternative...
MaskedMustachio 4 Aug, 2020 @ 2:37pm 
Does the start position part of your mod define all positions in the game or just the norsca ones? The reason I ask is that I have been trying to modify the voice of legendary lords and no matter the changes I do to the voices in agent_subtypes table the characters who start the campaign are unchanged. I am starting to think it is a start position issue or something like that.
Waldston SFM 28 Jul, 2020 @ 11:49am 
aaay, thats pretty gud
funni monki  [author] 27 Jul, 2020 @ 7:46pm 
This mod is now working - feel free to use it over the alternative version. Alt version doesn't need an update and should work fine, but this one is updated up to the latest patch.
Waldston SFM 29 May, 2020 @ 10:54am 
ah damn alright
funni monki  [author] 29 May, 2020 @ 12:14am 
NOTE: I updated this mod, but it doesn't seem to be working anymore. It may be that CA hardcoded the function of startpos that caused the intended effect this mod had. For now, you may still need to use the alt. version - I will see if I can find a workaround for this one, but I wouldn't hold my breath waiting. This mod has also been unlisted for now, but the alternative copy remains.
funni monki  [author] 23 May, 2020 @ 6:53pm 
Excellent. Thanks for confirming!
Waldston SFM 23 May, 2020 @ 6:51pm 
Just engaged in diplomancy with some Norscan lads. Seems to be working.
funni monki  [author] 23 May, 2020 @ 6:45pm 
Thanks, let me know if it that doesn't work.
Waldston SFM 23 May, 2020 @ 6:42pm 
alright i'll be using that for the time being. I wish ye luck lad
funni monki  [author] 23 May, 2020 @ 6:23pm 
I've managed to update the alternative version manually - I don't know how long I'll have to wait until I hear an answer about the exporter not launching... so, if you want, feel free to use that. Link is in description.

Faction leaders will still have whiny voices, but they will also have proper diplomacy lines, and new chieftain lords you recruit won't have whiny voices.
Waldston SFM 23 May, 2020 @ 4:48pm 
nICe
funni monki  [author] 23 May, 2020 @ 4:04pm 
When I can launch the shitty tools that we were provided to work with by the devs, then I'll update it.
Waldston SFM 23 May, 2020 @ 2:51pm 
y0h if u can pls update. They got that nasty high pitch voice again lol
funni monki  [author] 27 Feb, 2020 @ 8:25pm 
Oh! If that's what they've said, then I definitely concur upon our suspicion - it is definitely a limitation. But as what we've done with this mod, clearly, it's not hardcore.

I surmise that there is another table that can be edited instead of startpos, and it would do the trick of actually getting the game to recognize the changes imposed.

You pointing out that statement made me realize why they must've changed the voices to begin with - because the old ones WOULD NOT import! In theory, we did something even the devs could not do themselves. That's pretty amazing! Thank you for all your help, as well. I've learned a lot!
fwam88 27 Feb, 2020 @ 1:14am 
Thanks. You've already done a lot for me and I'm trully appreciating.
Your conclusion reminds me of the reason why Norsca was adopted to mortal campaign so lately.
CA said that WH1 and WH2 have different coding structure and old one cannot be simply imported to WH2.
I think I have the answer. Thank you again.
funni monki  [author] 26 Feb, 2020 @ 6:53pm 
I just tested a bit more with Louen, and I tried making a test vo_actor voice group (another table), and it did not work. I think the conclusion is that something is causing a limitation in the original WH1 characters' voice set ups. Seems like WH2 lords are more malleable, which is a good thing (though sucks that the originals cannot benefit from this more).

Let me know if that answers your overall question... and thanks again for letting me test. Learned something new!
funni monki  [author] 26 Feb, 2020 @ 6:22pm 
Hi Fwam,

Thank you for letting me take a look - it looks very similar to what I have it structured as, which makes sense. I did test it on my end, as well, and it does in fact work, which is surprising. I'm starting to think that it doesn't work for Louen because of some limitation imposed in the 1st game - I tried the same thing you did with Alith Anar (for the other person), and it worked just fine (should have known it would... but I forgot how haha, I haven't touched this in months).

I'll do a test with Louen and see if I can get it to work, and get back to you. Thanks again!
fwam88 25 Feb, 2020 @ 5:27am 
http://www.filedropper.com/newrepansetest
Here it is. just agent_subtypes and main_units table included.
It's tested and still working. I hope this could contribute to your work.
funni monki  [author] 24 Feb, 2020 @ 6:52pm 
Could you instead upload it using this link? https://www.filedropper.com/

If you prefer, feel free to add me and message me the download link.
fwam88 24 Feb, 2020 @ 3:15am 
I'd like to send you the Repanse mod.
I just checked the mod again, and it worked as intended.
Please leave me an E-mail address so I can send you the file.
funni monki  [author] 23 Feb, 2020 @ 2:34pm 
Fwam88,

No worries. You say that you were able to do this for Repanse's voice? As in, the selection on the campaign map included? Could you please send me a sample of your mod where you were able to change this? There may be something that I missed, and perhaps start_pos_chars won't be the only way to get around this.

As for your effort, simply mark a row section that's blank with a change in start_pos_characters (so it turns yellow in the database tool), then save it - that'll be enough for changes to take effect with ANY character you make changes to! Might be easiest this way.
fwam88 23 Feb, 2020 @ 4:33am 
Thank you for your kind instruction. This means a lot to me.
I'll check how I can do with start_pos_characters table.
I thought the table is connescted to only diplomacy screen voice. because I have succeeded in changing Repanse's voice with agent_subtypes and main_units tables.
But maybe CA used different methods to making LLs recently.
Thank you again, and I promise let you know if I found anything regarding this.