Total War: SHOGUN 2

Total War: SHOGUN 2

Weierstrass Units for Vanilla [Part 1]
486 Comments
RavenBuster  [author] 24 May @ 6:53pm 
They did record generic voicelines (at least for infantry). The issue is that assigning voices to units is for some reason primarily decided by the description text entry (not sure why or how it works, just that it does) and the Terco description text doesn't work when given to other units. Years ago I went through forums like Total War Center to check if they contained a viable solution but no luck. The "solution" I used isn't my original, I just adapted a know trick posted in 2013 and replaced & renamed some files resulting in this mod . Using it replaces the "Royal Marines ..." line with a generic one but isn't mandatory and more for immersion plus portuguese cavalry units will still only have a single voiceline when selected but no additional for attacking, retreating, etc. like the infantry does.
FoulestGuide 24 May @ 3:23pm 
yeah i mean i don't even know why the devs didn't record unique portuguese voicelines for them
RavenBuster  [author] 24 May @ 1:37pm 
You only need FotS for the Otomo Clan since their new Terco units are technically coded as FotS units so they can respond when selected or when moving. This is to circumvent an infamous bug/quirk in the unit voice system causing normally coded Terco units to be 100% silent (see other mods who add Terco units). To get them to speak I gave them the same voice as Royal Marines (FotS unit) because they share the same voice actor and roughly 99% of the voice lines except for a single one where the unit may respond with "Royal Marines ays ays sir" instead of a generic line.

Someone in the S2 community provided me with an simpler Alternative to my workaround but that only worked for infantry and not cavalry (or any other unit type) in my initial test a year ago.
FoulestGuide 24 May @ 12:03pm 
just curious is fall of the samurai needed for this mod or is it just that i wont have certain units?
Schnell_Scheisse 24 May @ 5:26am 
Okay, thanks for the answer!
RavenBuster  [author] 24 May @ 5:24am 
From personal experience, AI army composition without any "AI improvement mod" like Universal AI (UAI) or similar mods is really bad. By default, the AI tends to spam certain units including any added or new units and it also relies on cheats & tricks to keep up with the player since it's bad at the management part of the game (i.e. constructing buildings, researching tech, etc,). Thus I recommend using any AI mod of your choice, but keep in mind, that these aren't a universal remedy for all issues and sometimes only mitigate some dumb behavior.
Schnell_Scheisse 24 May @ 3:43am 
How does the AI handle the added units? Does it spam low level units or have balanced armies in the campaign?
RavenBuster  [author] 3 May @ 4:10pm 
I'm not sure what is going on there but my guess is that your mod is faulty/corrupted since it isn't showing up correctly up in the mod manager. The mod manager should always either automatically fill in mod name + description or at least uses the filename as modname + something like not published for local/non workshop mods. Consider unsubbing from the mod and deleting the packfile, then resub to force steam to start a fresh download for the mod again. If this doesn't fix the issue I sadly can't really help you any further.
Pseudo LagiCSGO 3 May @ 10:54am 
I have a big problem with this mod. Since the 2023 update related to the mod manager, the mod doesn't show up anywhere except \Steam\steamapps\workshop\content\34330\1878707871 and when I pasted the mod into the mods folder in shogun 2, the mod started showing up in the mod manager but when I double-click on it it has no name or description and when I turn on the game it immediately crashes to Steam. I guess it's not the mod's fault but I need to know what's wrong.
RavenBuster  [author] 23 Mar @ 8:01am 
It's shold be in: ...\Steam\steamapps\workshop\content\34330\1878707871.
Any mod released or updated since the "new" mod manager (ca. 2023 IIRC) now uses the common workshop path instead of the "old / legacy" ...\Shogun\data path.
RazaniEric 23 Mar @ 6:31am 
where to find the pack file for this part 1. I can't seem to find it in data folder
RavenBuster  [author] 14 Mar @ 5:22am 
To be blunt, no. The (or better my) intended way to use the mod is as a complete package. But if you want to change parts of the mod you are always free to do them yourself.
ME!ME!ME! 13 Mar @ 2:51pm 
Is it possible to have only the new units without Militia or Veterans?
RavenBuster  [author] 20 Jan @ 4:10am 
Since this mod is based on a MoSS version (see credit section for link to the original mod), I guess it should be included by default. However this mod was balanced with native/vanilla S2 gameplay in mind and received a few additonal tweaks, units and changes.
big tiddy goth gf 20 Jan @ 1:48am 
Does this work/is it integrated into MoSS?
RavenBuster  [author] 16 Oct, 2024 @ 12:52pm 
That's not surprising since unit models are handled seperatly for each unit and by default this mod only uses existing S2 assets for new units. If you want my units to look like the other units, you probably need to make a compatibility patch yourself or hope someone else did it and uploaded it somewhere.
Alice Guo 14 Oct, 2024 @ 11:46am 
This unit mod does not work with other reskin mods.
RavenBuster  [author] 23 Aug, 2024 @ 7:55am 
Well my uploaded mods aren't activily worked on anymore besides doing bugfixes. The good news is that I got it now, thanks for clarifying, the bad news is that I doubt I can really help you that much.

My terco patch only contains references to Tricosis's portuguese tercos variety mod (aka. makes my terco units use his added armors) nothing else. I guess the issue is caused by portuguese tercos variety mod itself (maybe try to disable my terco patch from your mod setup and see if the issue is already present) ???

As a last resort maybe try this guide below, perchance this helps but I'm kinda and my wit's end.
1) Check if "user.script.txt" file found at ".../appdata/roaming/The Creativity Assembly/Shogun2\scripts" exists
2) Open said file with any text editor and check if the file is empty.
3) If not, delete the file or it's content entirely, renaming or moving the file might also work.
(All mods listed in there will always be loaded regardless of your current mod manager selection)
Jeredriq 23 Aug, 2024 @ 6:05am 
@RavenBuster

Thanks for not abandoning the mod and being interested. To clarify, I see wrong textures on campaign map where you actually play, end turns etc. Not on campaign selection

No mods - Works without any issues
Just your mods in order (1- portuguese tercos variety, 2- your patch for tercos, 3- your part 1, 4- part 2, 5- garrison mod from you) issue starts.
Your mods without tercos part - Works perfectly without any issues.
RavenBuster  [author] 22 Aug, 2024 @ 4:24am 
@Jeredriq
As you probaby can guess the issue is caused by a model - texture mismatch. I have seen that issue myself sometimes when using other S2 mods so no need to upload a screenshot. Since none of my mods change the campaign selection daimyo model (I don't even know how to edit them) but adds new textures I thought that another mod might cause the issue. That's because if both mod a) and mod b) add new textures one of them will probably overwrite the other one.

This might sound stupid but please do this regardless, does the issue persist even when no mods at all are selected? If yes I might know the issue and it's related to the mod manager update last year.
Jeredriq 22 Aug, 2024 @ 3:09am 
@RavenBuster I also used your variety patch and followed the order of mods as you’ve mentioned. To confirm the situation, I closed all other mods, deleted the steamapps mod files, just opened your mods (1- portuguese tercos variety, 2- your patch for tercos, 3- your part 1, 4- part 2, 5- garrison mod from you) and when you select togukawa and start the campaign on the campaign map you see his textures messed up. I tried this with just your mod and all others deleted from locale. I am at work but when I arrive at home if you like I can upload screenshots to imgur
RavenBuster  [author] 21 Aug, 2024 @ 4:45am 
@Jeredriq
I kinda doubt that's an issue between Portuguese Tercos Unit Variety Mod and my mod(s) since neither should change Daimyo apperances in the campaign selection screen. Please do note that my portuguese units also need the terco variety patch . Most likely another mod you're using (UIM, 10th anniversary or etc.) conflicts with my mod. You can test this for yourself by only enabling the terco variety mod , my terco variety patch and part 1&2 mods and see if that fixes the issue. If yes enable all of your previously used mods and try setting my mods at the bottom of your mod manager list and run the game again to see if the issue still exists (probably not anymore).
Jeredriq 19 Aug, 2024 @ 3:26pm 
The Portuguese Tercos Unit Variety Mod doesnt work with this. Texture messes up especially with Tokugawa's daimyo after you start a game on the campaign map he looks like a pokemon. @RavenBuster
Toxicus_Positivity_<3 5 Jul, 2024 @ 12:20pm 
Is this mod comaptible with Jaki units mod?
Frootie Tootie 8 May, 2024 @ 11:47pm 
I'm coming back to this mod after about a year. Has much balancing/unit changes happened since? When I used it before it felt like a few units were too strong.
RavenBuster  [author] 9 Apr, 2024 @ 4:33am 
The reason why they are implemented as FoTS units is simply due to sound system limitations or to be precise unit voiceover. Any portuguese unit will always be silent/mute because voice lines are somehow linked to their unit description and this seems to malfunction/won't work for any unit with CA's "Portuguese Tercos" description besides the unit itself. Since the FoTS unit called "Royal Marines" has the same voice actor and nearly identical voicelines (100% identical when also using my "Portuguese units voice workaround" mod) and more crucially the voice to unit description thing doesn't break for new units, it's quite logical to use them instead hence the reason FoTS requirenment.

TLDR:
The sound & unit voice system in Shogun 2 is quite the mess and any none FoTS coded portuguese units will always be silent.
Benck 8 Apr, 2024 @ 2:39pm 
Any idea on making the Otomo units not reliant on having FoTS? doesn't seem to be a necessity on the original weierstrass mod.

I didn't notice CA had made FoTS a standalone thing... feeling a bit irky about getting it.
RavenBuster  [author] 6 Apr, 2024 @ 3:59am 
Someone reported a similar issue a few days ago and the conclusion was that they used another mod which overwrites mine. It's probably the same thing in your case.

Here's a copy of my comment with a small test guide on what to do (pref. use custom battle for this):

1) finding any affected unit (preferably any common/available to all clans like Katana/Yari/Naginata samurai unit and not a clan-unique unit) when all of your usual mods are loaded.

2) Then disable all mods except of my Part 1&2 mods and then launch the game again and check if said unit still is missing their sashimono.

If the issue is fixed then you have a load order issue and some mod overwrites mine. Try setting my Part 1 mod as the top/number 1 mod in the mod list and check if the issue is fixed. Be warned doing this might cause further issues with the conflicting mod, parts of it or none at all and thus you might need to manually merge mods.
samuraishogun994 6 Apr, 2024 @ 12:18am 
Am I the only one annoyed that some units don't have banners on their backs even when I activated and de activated the mod
MaseyMase 1 Apr, 2024 @ 11:10pm 
I scrolled up after making the comment and realised theres a part two. Sorry for wasting your time man, I'll try it out
RavenBuster  [author] 1 Apr, 2024 @ 3:34pm 
Are you sure that you also enabled the part 2 mod containing all unit & armor models?
Without these the game defaults to generic samurai models probably to avoid game issues or crashes.
MaseyMase 1 Apr, 2024 @ 1:17pm 
Hi, should the militia units look like samurai units? I've used a few of the archer militia units, and they are armoured like bow samurai. I expected them to look like peasants in robes, such as in the unit card. Is this a bug?
RavenBuster  [author] 27 Mar, 2024 @ 4:31pm 
Better thank Engineer Weierstrass (aka. Master Of Strategy/MoS author) for everything you just mentioned since he did all of that work and not me. He was kind enough to allow me to use his original MoSS unit port as a template and 99% of visual stuff like units, armor, unit cards, etc. were left "as is". All I really did was changing unit stats, adding a few units + self-made unit cards based on Weier's original ones and also make slight adjustments & fixes so the mod fits into the base game while trying not to remove to much of the original mod.
True Sentinel 27 Mar, 2024 @ 1:41pm 
This is amazing. I can see how much love went into making this.
Like I was wondering - what is the difference between a veteran and a regular ashigaru? Surely it is not equipment. And then you notice the faces. Veterans, have faces of veterans.
Same with bulletproof samurai, with face armor, overall lots of nice touches, I played a bit with uint making in the past adding various ronin units, and unarmored samurai retainers/militia and more variety to ninja units like you did, but you did it 100x better and adjusted not just clothing/weapon combos but also selected which armor types and face types are allowed for each unity type, this gives the needed variety to this game! I was looking for something like this for a long time!
Tom.025 21 Mar, 2024 @ 5:57am 
Thays why I never found it ! Thanks you I found it now :KneelingBow:
RavenBuster  [author] 21 Mar, 2024 @ 4:21am 
The (main mod) filename is "Weierstrass_Units_for_vanilla_v1.0.pack" and should be found in "...\Steam\steamapps\workshop\content\34330\1878707871" and not in "...\Steam\steamapps\common\Total War SHOGUN 2\data" anymore due to the mod manager update a while ago.
Tom.025 21 Mar, 2024 @ 12:28am 
It is weird I dont find the data files where the ""db/building_units_allowed_tables" is.
What is the name of the data pack ? (I'm currently in Weirstras_units_for_vanilla_v1.0_garrsion.pack).

Thanks for the infos ! I just did a few turn with Hojo I will start over :crashthumbsup:
RavenBuster  [author] 20 Mar, 2024 @ 2:54pm 
To edit any unit recruitment go to "db/building_units_allowed_tables", open the table there and then delete all entries/rows starting with either "aaap_..." or "aav_..." in the "unit" column.

However be warned that removing anything mid campaign will generally cause crashes or issues when loading an existing savegame, hence you might need to start a new campaign!
Tom.025 20 Mar, 2024 @ 12:12pm 
Hello,
I wanted to play some shogun 2 and wanted to try your mod.
I do have a question, how can I "supress" some units the mod offers ?
Basically I'm not a huge fan of veteran katana / naginata warriors, it makes experience less important, love all the rest.
What should I do in order to disallow their recruitment ?
Thanks !
RavenBuster  [author] 17 Feb, 2024 @ 6:03am 
I thought of doing that but decided against it. Some reasons for this:

1) Steam Workshop had a file size restriction when I uploaded my mods
(not sure if the mod manager update changed that but I'm out of actively modding Shogun 2 besides doing bugfixes anyway) .

2) I assumed that most mod users are simply here for the new units without any extra or fancy changes on top of it. Thus I tried to keep my mods as simple & modular as possible so users can decided on what they like and it also makes modding and troubleshooting easier.
RavenBuster  [author] 10 Feb, 2024 @ 4:13am 
Probably not, unless your unit size mod specifally says so otherwise.
Duke Sir Snow Onii Nuggutus I 8 Feb, 2024 @ 12:28am 
do double unit size affect these units ? :steamhappy:
RavenBuster  [author] 30 Jan, 2024 @ 12:45pm 
Just updated the mod and the missing/wrong stat buffs for Terco units from the blacksmith province speciality should now apply regardless of building level/tier but I kindly ask someone to confirm this (Thanks @Symbol). I also replaced all of my custom matchlock missile entries with existing vanilla one's so any mod that changes matchlock stats will now also effect all of my gunpowder units (thanks @V.A.L. Commorby)
RavenBuster  [author] 29 Jan, 2024 @ 2:19pm 
@Symbol
Yeah, it's probably an oversight somewhere in the stat bonus system and I'm going to fix it by tomorrow alongside checking & replacing currently used custom missile with vanilla one to increase mod compatibility (see V.A.L. Commorby's comment)
Symbol 28 Jan, 2024 @ 11:57am 
Hey Raven!

Currently running through an Otomo campaign, having set my Nanban Quarter at the Shimazu province with a blacksmith/port. The 2nd level bonus applies to the matchlock Portuguese Tercos/musketeers, but doesn't apply to the Pikemen/Hero/Blunderbuss. However, third level blacksmith does apply the bonus to these units, as it would to any/all units in a province.

Probably an oversight? Any way this can be changed?
RavenBuster  [author] 17 Jan, 2024 @ 5:06am 
@V.A.L. Commorby
Technically it's not a bug. DarthMod seems to edit base/CA missiles while Portuguese Musketeers use a custom missile hence the discrepancy in range due to DarthMod obviously not knowing about my custom missile.
V.A.L. Commorby 14 Jan, 2024 @ 4:47am 
May be a bug for DarthMod users, but Portuguese Musketeers have 125 range, and every other musket unit have 200.
Nev19 1 Jan, 2024 @ 9:18pm 
i hava an issiue my yari ashigaru are replaced with katana ashigaru
Don Koala 10 Dec, 2023 @ 1:24pm 
Or more like a better description on what units could be affected is whatever garrison the nanban quarters give via the mod. Because I also crash when I only had garrison only
Don Koala 10 Dec, 2023 @ 12:25pm 
Hello! I got a problem when loading into a battle with the otomo units like the conquerer hero/musketeer. When the battle loading screen pops up with the preview of the map, the audio cuts out abit then CTDs. Pretty sure its the portugeuese units and I'm pretty sure I installed it as instructed in the load order that was mentioned in your variety mod. Other units like the town guards etc work tho so I'm pre sure it's the Otomo units related