Total War: WARHAMMER II

Total War: WARHAMMER II

The Old World (Remove New World factions for faster turn times)
165 Comments
Trappist 19 Nov, 2023 @ 7:15am 
This mod still somewhat works but is outdated. I just stripped out the scripting and paired it with campaign editor, plus adding the extra provinces (tralinia, shrine of loec, and sacred pools) to make it work. Ez peasy if anyone still wants to use this.
Anyndel  [author] 21 Sep, 2020 @ 8:43am 
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.
corestandeven 14 Aug, 2020 @ 4:21am 
Anyndel, do you have any plans to make similar mods for the other areas? i.e. a Lustria only campaign, and a High Elf-Dark Elf focused campaign covering just their core areas?
ask1514 4 Jun, 2020 @ 7:02pm 
update plz~
Latte 26 May, 2020 @ 7:42am 
update plz~
sevosaggelos1 10 May, 2020 @ 6:52am 
@Xaphon You both need to have the mod to play together
Xarizon 29 Apr, 2020 @ 3:46pm 
Im not able to play local multiplayer with this mod on. says the game version is different with this even though it is exactly the same
Elitewrecker PT 29 Apr, 2020 @ 3:47am 
Probably not, but you'll be hard pressed to get anything done.
Bravo Gustafsson 29 Apr, 2020 @ 12:10am 
So will the game crash if you use a New World Lord?
Talgool 18 Apr, 2020 @ 6:18am 
Does this mod work with large scale mods like Steel Faith Overhaul?
Seyres 2 Apr, 2020 @ 8:25am 
is there a way to remove only sartosa from the game?
dim009561 15 Mar, 2020 @ 6:31am 
very good mod,must have!))
Azi_Dahaka12th 21 Feb, 2020 @ 6:07pm 
did this mod give Manfried all of Ottos cities?
Havean 31 Jan, 2020 @ 8:07am 
Before the potion of speed update this was go to mod for playing the old world.
Working Joe 26 Jan, 2020 @ 10:42am 
Thank you so much for this mod! It's amazing.
LimeUser 19 Dec, 2019 @ 3:10pm 
Man Fallout 5 looks great
MorglumNecksnapper 16 Dec, 2019 @ 4:45am 
No, that would be pointless, as Vortex is a much better map for playing in the new world.
posthum 7 Dec, 2019 @ 10:26am 
Is there a reverse version of this aswell, new world only and no Vortex thing?
Rodger 28 Nov, 2019 @ 12:29am 
Silly Louen tried to settle Mistnar and Tor Koruali in my Empire game lol

I think it was after chasing around servants to chaos in the area
Matajari 23 Nov, 2019 @ 2:29pm 
work this mod in multiplayer?
USS Enterprise 21 Nov, 2019 @ 5:44am 
BY SIGMA Yesssssssss!!! This is what I looking 4!!
Anyndel  [author] 20 Nov, 2019 @ 6:29am 
@esp
Should only affect Mortal Empires.
Espiovvv 15 Nov, 2019 @ 11:50am 
Does this mod break the Vortex campaign, or does it only affect Mortal Empires?
Anyndel  [author] 15 Nov, 2019 @ 9:59am 
I can probably make a quick small submod that gets rid of the puppets and servants of chaos without touching the main chaos invasion, and not touching the chaos invasion script, will put it up later.
TheDanishCorgi 15 Nov, 2019 @ 9:46am 
Ah right, I see. It does make the Chaos invasion disproportionately brutal, given the Old World ends up taking the entire maps worth of stacks.
Anyndel  [author] 13 Nov, 2019 @ 12:48pm 
@Corgi
This doesnt change chaos invasion at all, so yeah they spawn in the new world and then head for the old world instead. Changing the way the chaos invasion works would however make this mod incompatible with any other mod that changes chaos invasions since they edit the same script. If you dont want Puppets and Servants of chaos to show up like normal, it should be a separate mod for it.

@Cyn
Thanks for the nice words, though most of the credit goes to several other modders I half copied code from because otherwise I wouldnt know what Im doing most of the time.
TheDanishCorgi 12 Nov, 2019 @ 3:11pm 
Have the Chaos spawns been changed at all? I keep running into massive sea-borne Chaos armadas in addition to the normal Chaos invasion, is this normal or are invasions spawning for the New World and sailing towards the old instead?
RatboyW 12 Nov, 2019 @ 9:51am 
You might be the best modder the workshop has seen in quite a while, my dude. In basically all the Discords/groups I frequent, your name comes up a lot (with positivity)! So thanks for injecting a bunch of new ideas into the scene! Thanks for the update as well! Happy to have compatibility with Mixu's at last :)
Anyndel  [author] 12 Nov, 2019 @ 6:48am 
@all
Mod now has a new, smaller and faster script to make it more future compatible as well as easier to edit. It should now be compatible with mixu's legendary lords 2, and added (most) of the changes PrinceRenais suggested (thanks mate). The Nakai submod is no longer necessary either given its now incorporated into this.
Anyndel  [author] 12 Nov, 2019 @ 6:27am 
@Cryswar
Any mod that changes the faction leaders and such usually make new armies spawn after this mod functions. Right now working on a new version of the script to make it more compatible with different stuff including Mixu LL2, should be done in a bit
Cryswar 9 Nov, 2019 @ 3:19pm 
So interestingly, somehow Chrace and Ellyrion still existed in my game when using this mod - POSSIBLY due to shawnmuscle's elven lords mod idk? If you want more info I'm happy to provide it. Chrace died turn 5 to rebellions thankfully, and every other new world faction was correctly deleted, just reporting in case it's useful info.

Either way the mod is AMAZING, friend always wants to play ME and now I can finally play it without as terrible of turn times haha. Thank you! Definitely gonna be using this one a lot in the future.
Chairman_Meow 6 Nov, 2019 @ 1:19pm 
Just had to go back into the comments to find that this mod isn't compatible with Mixu's #2. Can you add that in the description?
Citrus 26 Oct, 2019 @ 8:38am 
Is anyone else experiencing a bug where the desert climate is suitable as Empire? I'm about 80 turns in and just found that Talabecland has settled most of the desert...
John Lemon 26 Oct, 2019 @ 12:38am 
@Lee there is an alternative mod in the description that allows you to play as Nakai
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1861034589
Biggus Dickus 24 Oct, 2019 @ 2:22am 
is nakai playable in this? he starts in albion next to bretonia if you play him in mortal empires
PrinceRenais's Guest 19 Oct, 2019 @ 10:17am 
Thanks for the mod! By using it as a base, I managed to revive the High Elf factions, and possibly fix some subtle problems. ( @trer12 I like high elves too, so I did the thing!)

campaign_group_members_tables
Priorities seem to be able to be 0 with a stronger discouraging effect. Briefly tested with Teclis and Gor Rok.

effect_bundles_tables
Should probably be updated to match the table in data. It's missing a priority field, so my pack viewer shows it as yellow. Did this in mine.

subculture_settlement_occupation_effect_bundle_suitabilities_tables
ADD THIS TO MAKE THE SUITABILITY RINGS RED. Took me a while before I bumped into it, and I just had to pass this along.
Mos Maiorum 16 Oct, 2019 @ 5:24pm 
thanks for make this wonderful mod, It realy helps to reduce turn time.

but do you have any idea of making the new world or ulthuan included version of this mod? I love to play high elves, but vortex is too boring for high elves and full mortal empire is too much heavy for me.

anyway I realy appreciate for this mod
Stalker 12 Oct, 2019 @ 4:27pm 
Hello thx for your great work! if you are bored i would like to suggest to make different variants of this nice mod, like a version with elfs and a version with evry one but lustria. or a version without lustria and sout. Thx so much great job.
Guts 9 Oct, 2019 @ 12:00am 
BIG thank you man. This has really improved my campaigns, as old world factions.
Anyndel  [author] 7 Oct, 2019 @ 5:10am 
@CptBlack13
I would say probably not.

@Cin
Havent been able to get around to it yet.

@Drakie
I have no idea about coop to be honest, but yeah, the source code is in the mod itself so you can edit it as you like.
Wappaw_CptBlack13 4 Oct, 2019 @ 11:12am 
Are there enough habitable settlements left after this to complete campaign end-game goals, such as occupying 70 settlements or whatever?
RatboyW 3 Oct, 2019 @ 9:15pm 
Any luck getting compatibility with Mixu's lord mods?
Drakie 3 Oct, 2019 @ 10:15am 
do you think a "The New World" version would be easy to do? Do you have the source code available somewhere so I can give it a shot?

can't play coop in vortex with different factions :(
Lampros 2 Oct, 2019 @ 5:47am 
EliteWrecker PT,

Oops. You are right! I haven't played Vortex since the first week of the release and forgot what it even did! ;)
Elitewrecker PT 2 Oct, 2019 @ 5:38am 
That's just vortex without the rituals.
Lampros 2 Oct, 2019 @ 5:35am 
Perhaps you should also make an alternate mod titled "The New World"? ;)
Anyndel  [author] 30 Sep, 2019 @ 6:48pm 
@Gollum
You REALLY should only enable this mod when you intend to use it for its purpose and only for mortal empires. Its gonna do more than that to a vortex campaign.
Call_me_Ishmael 30 Sep, 2019 @ 6:43pm 
This mod is causing Tyrion to start the Vortex campaign wounded.
Anyndel  [author] 28 Sep, 2019 @ 11:54am 
@Shad
I would really reccomend using ME turn time destroyer or just playing on Vortex for Vampire Coast factions overall instead, given their objectives and such, even if I include them you'd have a hard time getting much done with them. They're very much one of the factions I wouldnt use with this mod.
Shadroth 28 Sep, 2019 @ 7:49am 
sorry to ask but would you be able to make a mod like this but for the dreadfleet? this mod makes ME so much better to play