Total War: WARHAMMER II

Total War: WARHAMMER II

Regional Visibility (Allow the player to have visibility over his own regions)
105 Comments
V 3 Jul, 2023 @ 6:39am 
Villas 28 Apr, 2021 @ 2:36pm 
I can confirm this mod is broken. It's causing issues with the Vampire Counts as well. Isabella and Vlad are not being unlocked after turn 1.

A shame really. I hope someone manage to fix this mod and update it for the latest patch one day.
Kil'jaeden 23 Jan, 2021 @ 7:50pm 
I hope somebody grabs this mod and updates it.
Kurmudge 5 Jan, 2021 @ 1:17pm 
Yes, as stated this mod is no longer supported, and as of recent DLC will break surprising array of things. As Lizardmen, the Rite of Awakening will not unlock. Also (possibly due to conflicts with other mods) the Chaos invasion was not triggering for me. (It is also now incompatible with "Recruit Defeated Legendary Lords," if you have that mod and have noticed it's stopped functioning). *All* of these problems were fixed by de-activating Regional Visibility.
Concernedplum 15 Dec, 2020 @ 10:57am 
Prevents certain Laboratory features from working as well. Do not use with DLC
Red-_-Monkey 10 Dec, 2020 @ 6:01am 
This mod prevents the Elector Count dilemma from working at the beginning of the Empire's turn.
Glave 5 Dec, 2020 @ 12:43pm 
Prevents the Forge of Daith from working.
Araldur 21 Sep, 2020 @ 11:40am 
Thanks for all your job¡
Saludos
Anyndel  [author] 21 Sep, 2020 @ 8:42am 
-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.
Araldur 20 Aug, 2020 @ 11:58am 
doesnt work in MPs
can you redone?
NOD 30 Jul, 2020 @ 12:25am 
@Anyndel
Hey. Sorry for my English) I have a strange request. You can make a similar mod, only on the contrary, it will turn on the fog of war everywhere except the player's territory (or all territory). Because the more territory is open, the longer it takes to calculate the stroke. And I always play, making a large number of alliances, so that by turn 100, 70% of the map is already open. And the calculation of the move lasts 2 minutes.
For example, the first calculations of the moves when the card is face down take 17 seconds. And with the no fog war mod, 1 minute. And at the late stage of the game, due to the large number of alliances, I myself have almost all the territory open. I wish I could close it while calculating the move) Could you create such a mod?)
Tazza 11 Jun, 2020 @ 11:51am 
doesnt work in MPs
RøммeŁ | Jefazo 4 Jun, 2020 @ 6:01am 
Does this mod have uncompatibility issues?
esix-1 3 Jun, 2020 @ 1:23pm 
Never understood why I can´t see my territory in vanilla (never heard of watchtowers at the frontier?)
Works fine in ME Campaign (Playing with latest dlc-v.1.9.1 ,HighElves - Eltharion)! Really essential mod especially for wide areas like Badlands! :)
Estellus 26 May, 2020 @ 7:57pm 
Confirming @Pyrux's report. For whatever reason, this mod disables countdown timer on Imrik's legendary dragon encounters in multiplayer.

Also doesn't actually WORK in multiplayer. So there's that.
Mr.Hankey 26 May, 2020 @ 7:35am 
Please update. Game crashes when trying to load siege battles. Have GCCM Unique Faction Capitals and Settlement packs on...game works fine with this mod off just not a fan of the new LOS system.
Pyrux 22 May, 2020 @ 8:46pm 
For some reason this mod disables Imrik's Dragon encounter timer in multiplayer on Mortal Empires having it say 11 instead of 10 and never counting down. It works fine in single player though.
The Ohio Question 21 May, 2020 @ 5:06pm 
Does this work with the Paunch patch? *ik it takes time to update, no pressure, just wondering*
DarknesXAM 21 May, 2020 @ 11:13am 
does this crash multiplayer campaigns?
Calibrated 21 Apr, 2020 @ 12:56am 
Mod Idea: Could you please make a mod that does exactly this but ALSO to ally lands? So annoying not being able to see large areas of their lands.
Lincolnmyth 20 Feb, 2020 @ 8:39am 
@Anyndel for me this crashes the game when paired with mixu's mods
Gwenolric 26 Jan, 2020 @ 4:08am 
It's funny how CA implemented the new PO system for vision, sometimes you have settlement like "The Moot" which is so small that you can see the two vampire settlements next door. On the other hand, you have Myrmidens from the Border Prince and The Wastelands of Marienburg where you have barely 20% of visibility over your region.
Pezhetairos 15 Dec, 2019 @ 6:32am 
As far as I can tell, having 75-100 PO doesnt give you full, complete LoS over your territory. It seems to be a set value of LoS which doesnt take the size of the region into account. Playing as Repanse right now, and even if I have full PO, the regions in the south are so large that I cant see my borders in some regions. So this script still seems to be the only way to truly see along the borders of your territory.
Lampros 14 Dec, 2019 @ 8:17am 
heavystorm,

Thanks for the heads-up.
Anyndel  [author] 12 Dec, 2019 @ 2:49pm 
@Myonaise
Yeah, tis a limitation of the scripting, I havent got around to fixing it up for coop yet.
Villas 12 Dec, 2019 @ 2:43pm 
Thanks for the clarification Anyndel. I was seriously thinking about keep using this mod this week.

I'll disable it for now and do some tests with Repanse.
Anyndel  [author] 12 Dec, 2019 @ 2:38pm 
Updated. though CA did some nice changes to how visibility works on this patch, tying it to Public Order, if you have good public order, you will be able to see your lands. I think it sounds like a great solution and I encourage yall to give it a go, maybe with my Watchtowers and Forts mod for the frontier areas.
Myonaise 12 Dec, 2019 @ 8:10am 
The mod works fine in singleplayer but doesn't do so in coop. Is that a known limitation of the mod or something that can be fixed?
And thanks for your work. I didn't like CA's changes here. Reg. V. wasn't a thing in Rome1 or Medieval but could be countered by building watchtowers etc...
Not being able to do so without yet another mod can seriously hinder the player. (especially in h2h)
Trombonistanian 9 Dec, 2019 @ 3:10pm 
thank you so much for this mod!
GamerSkullz 7 Dec, 2019 @ 4:02pm 
SFO compatible ?
Doom and Nightmare 5 Dec, 2019 @ 10:25pm 
amazing
Eldar Farseer 4 Dec, 2019 @ 11:16am 
SendPugs really? btw "his" is right in this context cause the subject in the sentence is "the player" and "the player" accounts for males and females alike.
Chickenhunt 28 Nov, 2019 @ 6:01am 
Must have mod. I remember placing watchtowers everywhere in med 2.
SendPugs 27 Nov, 2019 @ 5:32am 
"his or HER regions", girls play too!
UnDeadDemon 25 Nov, 2019 @ 10:44pm 
best mod ever <3
Karma 16 Nov, 2019 @ 10:57am 
@Victor The AI Sees you without mod
Villas 15 Nov, 2019 @ 10:30pm 
Do you know if the AI also "benefit" from this mod by seeing all your armies and agents? Or does the AI already "see" you even without this mod? These questions will determine if I use this or not.

Thanks!
JagdBier 15 Nov, 2019 @ 4:18pm 
Hi! Thanks for this mod!
If you enjoy modding, do you think you can make modification which allows choose a trait for lords and heroes when you recruiting it?
It's annoying when you need to wait for the desired trait.
Pang 30 Oct, 2019 @ 11:50pm 
MARVELOUS!
Gleen Cross 25 Oct, 2019 @ 11:51pm 
This is literally a "fix"?
Admiral Von Kloosh' 20 Oct, 2019 @ 3:30am 
Bro , pls add the exclusive building of Belegar Ironhammer for other Dwarfs
Admiral Von Kloosh' 20 Oct, 2019 @ 3:30am 
Bro , pls add the exclusive building of Belegar Ironhammer for other Dwarfs
Anyndel  [author] 18 Oct, 2019 @ 4:54am 
@X-Wing
That would require a specific script for Nakai to see his vassal's LOS and would be outside of what this mod intended, and I like mods to be as modular and non bloated as possible, so I made this instead to do it https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1892247681
Pimp Hand of God 17 Oct, 2019 @ 8:00pm 
First of all thank you so much for making this. I wish that CA would have never done what they did to the game forcing a fix like this. However I am wondering if you can see your vassals line of sight like it used to be as well? Because to be honest I am tired of having 6 armies come out of nowhere during my Nakai campaign to destroy all of my vassals.
J.Sennek 17 Oct, 2019 @ 11:17am 
THANK YOU! I didn't even want to play the game until someone fixed this crap. Thumbs up to you my friend.
Anyndel  [author] 17 Oct, 2019 @ 8:05am 
@War
Yeah, it is compatible, as the description says.

@Zillion
Thats odd, but its something Ive seen happen in vanilla without this mod as well so its hard to test. As far as I know, there should be nothing in this very short script that should interfere with it, given it doesnt give extra visibility to any AI faction and doesnt do much else than retrieving the regions the player owns and then giving the player visibility over those regions for the turn. Will have it in mind though and see if I see it more.
[] Zillion [] 17 Oct, 2019 @ 7:35am 
Hey Anyndel, I wanted to just point something out to you that I've encountered with your mod that is quite surprising. When I have your mod installed, I get and the AI get wars declared upon us from nations that don't see me and/or the AI nations. It's quite strange and seems random. I didn't notice it at first, but when a few wars were declared upon me from nations I've never met, I decided to turn off your mod and leave you this note so you can test this out for yourself. Thanks!
WarMaster GoreHowl 16 Oct, 2019 @ 10:48pm 
save game compatible?
Anyndel  [author] 11 Oct, 2019 @ 2:39pm 
@Naoya
Says on description its only for single player, I explained why further down in the comments.
ナオヤ (Naoya) 11 Oct, 2019 @ 1:51pm 
Sadly, this is not compatible with co-op - I got no dillemas (as Empire), same with my buddy (Gold Order) for over 50 turns, authorities not changing, loyalties stuck at the same value, The very next turn after I disabled the mod, I got dilemma, authority changed and machinations are finally working as they should.
I know you said that mod doesn't use complicated scripts to work, but most likely it just stops other scripts (at least those from new Empire overwork) from running.
Great mod, but it really needs a fix.