Total War: WARHAMMER II

Total War: WARHAMMER II

Chaos Camps
85 Comments
MoleSker 12 Apr, 2021 @ 2:24am 
update plzzzzzzzz
Lone Trooper 28 Dec, 2020 @ 1:03am 
There is a bug where I can't interact with a chaos camp anymore and more than one camp will spawn then stack in the same location.
Ciaphas Cain 21 Sep, 2020 @ 11:39am 
:(

Take care bruvva, hope to see you back sometime in the future.
Anyndel  [author] 21 Sep, 2020 @ 8:35am 
-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.
Edin 22 Jul, 2020 @ 2:42pm 
I used it as little as 1 hour ago, works fine :D
[LHB]Limthir 29 May, 2020 @ 1:14pm 
Yes, will help a lot of people and avoid the annoying "update plz"
Ciaphas Cain 23 May, 2020 @ 3:46pm 
I'm right in saying this is still alive and well, not requiring an update right?
西尔斯基 22 May, 2020 @ 10:04pm 
qwq that good
Park_N_My_Gutz671 8 May, 2020 @ 4:58pm 
if you remove a mod , the campaign wont be able to load until you reactive the mod
Fischy 1 May, 2020 @ 5:55pm 
is it safe to remove this mod mid campain?
Arkanix 20 Apr, 2020 @ 12:34am 
Same problem as Sempai
Yakooza Ya Bam 24 Mar, 2020 @ 4:05pm 
I really love the idea of this mod, it's cool and makes for even more threats. However, as an SFO mod user the chaos armies can be quite strong, especially in the early game. I think a beastmen edition would be cool as fuck. Id love to be able to mod, it would make sence too with beastmen camps in the forests n stuff. Thansk for you time.
Kalash 22 Mar, 2020 @ 4:16am 
what do you think in creating a mod for chaos like under empire you make money if you invest in it or you corrupt it for rebelion and bring them annihilation not sure of its possible or how to do it
76561198151537986 21 Mar, 2020 @ 8:49pm 
Anyndel, how do i change the name of the script? like you've described below
Nexus 21 Feb, 2020 @ 4:39pm 
@Paulwhitlock2 Would be nice.
paulwhitlock2 19 Feb, 2020 @ 2:26pm 
I am really intrigued by this idea and I am enjoying the mod. Have you thought about extending this to Beastmen, undead, Skaven and greenskins??
ForgePrime 17 Feb, 2020 @ 7:00pm 
Running this in a current campaign and noticed that the chaos units that spawn don't appear to do anything, I left one alone in my territory and even after 10 turns it hadn't moved. Anyone else see this? Maybe a compatibility thing? Also have Gates of Chaos and Chaos Within Mods running.
FastLord 17 Jan, 2020 @ 7:55am 
I cant buy the camps off with my general in my campaign. Maybe you know something that would help. Thx and great mod otherwise
Djobi 12 Jan, 2020 @ 12:52am 
Same problem as Sempai
Gorgos 10 Jan, 2020 @ 5:11pm 
Wow man, youre amazing love your mods! keep it up
michimatsch 10 Jan, 2020 @ 10:50am 
I have never used the script debug activator. If you can link me to it I could try.
michimatsch 10 Jan, 2020 @ 10:49am 
they work fine in singleplayer with the same modlist. I'll use the workaround you have given me for now. It's a neat mod with a nifty concept by the by.
Anyndel  [author] 10 Jan, 2020 @ 8:31am 
@both
That is strange... The way the camps work is they are areas where if a character enters them a script is triggered and it fires the dilemma. its working properly in my end so maybe there is a script break/incompatibility with another mod I'm unaware of. If either can install the script debug activator, then step into a camp with it active and then send me the log of what happened I'd be grateful and it would help towards finding what can be interfering.

Meanwhile what you can do to save your campaigns if you want to disable the mod meanwhile is rename the script on the mod with RPFM adding a ! to the name of the script like so https://i.imgur.com/TO6vkfT.jpg which will stop the spawns from happening altogether and keep the camps in the campaign map, given the mod cant otherwise be disabled midgame. The Chaos camps will still show up on the campaign map but wont spawn new armies.
michimatsch 10 Jan, 2020 @ 8:26am 
@Anyndel same as Senpai.
Mion Senpai 8 Jan, 2020 @ 9:54pm 
@Anyndel Hi thanks for the great mod, but I have this game breaking bug atm in my coop campaign. When I get any army or heroes on top of the camp it doesnt trigger anything. I'm stuck as the empire with chaos camps ravaging my lands!
Anyndel  [author] 4 Jan, 2020 @ 3:30pm 
@General
It does not indeed conflict.

@all
Been noticing some issues with this mod and any other mod like Those Savages, etc. that spawn a new faction that is at war with everyone that kind of messes up the war declaration behaviour of specially minor factions and rogue armies since this last patch. Unfortunately these factions seem to have a kind of soft limit to how many wars they have going on so if they are at war with the Chaos featured in this mod, they will be very unwilling to declare new wars and so on. Mod works fine but please do note this behaviour might happen. Will see if there is a solution to it.
8-The-General-8 3 Jan, 2020 @ 5:01pm 
G'day Anyndel, will this mod conflict at all with Chaos Gates mod?

steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1470815758

Awesome idea and thanks for making this!

Joque DeLong 1 Jan, 2020 @ 11:23am 
Is it possible to use dilemmas to select some of the options you are considering? Such as giving four options for the spawned army cool down (none, 5, 10, 15) or for the players land vs all lands. Personally I like the 10 turn cool down and all lands. Has made a few interesting situations where I sent an army to stabalize an allys lands from escalating cultists.
Noneblade 31 Dec, 2019 @ 10:33pm 
Can you also make other factions' Camp?
76561198151537986 29 Dec, 2019 @ 7:46pm 
I've had this mod active since i began the game and i think its prevented the chaos armies from spawning. its now turn 260 and i haven't even got the creeping chaos notification. i de-activated the mod a while ago in hope they would spawn but they haven't :(
cybvep 27 Dec, 2019 @ 2:23pm 
Just to clarify, I don't think that the Chaos Rifts should be directly connected to the Vortex race at all :). Think of the Chaos Rifts as a different type of Chaos Camps, but spawned dynamically, depending on what's happening in the world, and with their own little quirks.
Anyndel  [author] 27 Dec, 2019 @ 2:07pm 
@Voll, slap
I will make the armies a bit stronger, but I really would suggest using my other mod "Never obsolete generic lords" in companion to this because it gives levels to the chaos armies spawned by this mod and it makes them more of a threat, and is overall a good mod for chaos/beastmen/rogue armies/overall AI armies.
Also plan to make the cooldown after shutting down a camp before it can spawn again 15 turns instead of 10.

@cyb
That sounds like an interesting idea, though it might direct the player into not razing Lustria/Ulthuan instead to keep the vortext going and kind of limit gameplay in a way. Will think about it and see what can be done with the idea.
Holy Fool Sehrael 27 Dec, 2019 @ 3:35am 
Well, spawning armies randomly where I am NOT at is VERY scary and my worst nightmare because I never lost a settlement lol I'll certainly try this mod to spice things up^^
cybvep 26 Dec, 2019 @ 6:02am 
The strength of the army and the level of its lord should depend on the turn count (for balance reasons) and the number of rifts around the world (for fun and lore reasons). The rifts in the player's territory or the territory of the player's vassals would be permanent, so the player would have to deal with them eventually. However, for balance, every rift in AI-controlled territory would dissipate after 40 turns, because the AI doesn't know how to interact with the markers. Obviously, there is nothing stopping the player from interacting with the rifts spawned on AI-controlled territory.

IMO such a system would both make the world feel more alive and make the Chaos threat feel more real.
cybvep 26 Dec, 2019 @ 6:01am 
- Laurelorn Forest (count as 2) - occupation by non-WE faction (only the WE "belong" there), sacking or razing by anyone;
- every Karak Eight Peaks region (KEP itself count as 2, other regions count as 1) - occupation by non-Dwarf faction (Dwarven runesmiths help to improve the waystone network), sacking or razing by anyone.

Every time the Chaos Rift is spawned, the player would get an event which would also allow the player to check the location of the rift (by using the standard "zooming in" option). In case of Chaos Rifts, bribe option would be replaced by magical "containment". After a 5-turn cooldown (so there are no annoying instant-spawns), there would be a chance of spawning Chaos, Beastmen or mixed Chaos/Beastmen army. If the WoC faction exists, the spawned army would immediately become the vassal of WoC.
cybvep 26 Dec, 2019 @ 6:01am 
Based on my understanding of the lore, IMO these places should include:
- every Ulthuan region (capitals count as 2, so 2 rifts are spawned; minor cities count as 1) - occupation by non-HE and non-Lizardmen faction (besides HE, only the Lizardmen truly "understand" the Vortex), sacking or razing by anyone (MOAR CHAOS);
- every Lustrian province capital and ritual site (Itza count as 3, other capitals count as 2, ritual sites count as 1) - occupation by non-Lizardmen faction (only the Slann help to keep the Vortex stable from their temples), sacking or razing by anyone;
- every Athel Loren region (they count as 1, while Oak of Ages count as 3) - occupation by non-WE faction (only the WE "belong" in Athel Loren), sacking or razing by anyone;
- every Albion region (province capital count as 2, other regions count as 1) - occupation by non-HE and non-Lizardmen faction (so Nakai is good), sacking or razing by anyone;
cybvep 26 Dec, 2019 @ 6:00am 
I have an idea for a different version of this mod. In Vanilla, it irks me that even though the Great Vortex is visible on map, the Chaos incursion aspect of the game is very static. There are those stories about the waystones and the danger that Grom's invasion posed to the stability of the Vortex, but in-game even if entire Ulthuan is razed, nothing is changed. From the lore we also know that the Slann are helping to keep the Vortex stable as well, but again, even if entire Lustria is overrun by rats, the world doesn't change in-game. How about creating visible on-map Chaos Rifts around the globe? They would work sort of like Chaos Camps, but they wouldn't be spawned randomly, but only when various places are occupied/razed/sacked.
slapda11as 22 Dec, 2019 @ 10:36am 
i agree armies are too weak any chance to give them more units so make them a threat...
Vollhov 21 Dec, 2019 @ 3:20pm 
Please make the spawn army more aggressive in relation to AI. In addition, armies appear too weak. For playing the legend, this is not serious.
slapda11as 20 Dec, 2019 @ 2:10pm 
with this mod work hand and hand with Gates of Chaos (Updated) mod....anyone know if they work together
slapda11as 16 Dec, 2019 @ 7:41pm 
Dabloodyblade77 maybe on to something here
DrinkEnemyBlood 16 Dec, 2019 @ 7:37pm 
So the AI won't take the camps out? is that correct?
daBloodyBlade77 15 Dec, 2019 @ 7:30pm 
do you plan to add other types of camps to represent the different factions of the world. I.E beastmen in forest, dark elves on coast
Lampros 15 Dec, 2019 @ 5:36am 
Thanks for the reference. Reading through the description, and it looks tailored for what I am looking for.
Anyndel  [author] 15 Dec, 2019 @ 5:32am 
Yep, in that case you can use Unnatural Selection 2 since its very customizable. Personally I dont mind them being very strong if I play an evil faction.
Lampros 15 Dec, 2019 @ 5:30am 
Got it; thanks. I have been eyeing your Order Nerf mod, but it only nerfs them when I play Order the last time I checked. And I'd want the same function for all times though.
Anyndel  [author] 15 Dec, 2019 @ 5:28am 
@Lampros
It will not, really. You can use either jadawin's Unnatural Selection 2 to do that or my mod Order Nerf if you plan to play with an order faction yourself.
Lampros 15 Dec, 2019 @ 5:23am 
Does this mod help to slow down a certain AI snowball (e.g. Dwarves and Empire)?
Anyndel  [author] 15 Dec, 2019 @ 4:56am 
@krimsom
Personally I play with all of them but they are modular so you can just choose what to play with really. I havent been using SFO in the last couple of months, but these mods should all be compatible with it.
slapda11as 14 Dec, 2019 @ 10:34pm 
great idea and yes it should be all over the map not just in play own regions ty for this mod it will make a better fight for all and get higher level generals for AI so great idea....