Total War: WARHAMMER II

Total War: WARHAMMER II

Skaven Undercities Redone (Beta)
193 Comments
fan_of_Daniil_Andreev 12 Sep, 2021 @ 5:47am 
Well, I'd love to use just this mod, I don't want the whole compilation.
Nanu  [author] 16 Jan, 2021 @ 11:19am 
This mod is now a part of a new compilation that fixes said bug (for the most part, there are rare instances in which CAs army spawning function fails, which is not something that can be fixed, but its very uncommon). I'll update this mod with the new code today, but i recommend getting the new one as this one will cease to be updated in the future.
petitor 16 Jan, 2021 @ 10:55am 
Looks like op forgot about this. Was causing end turn game breaking bug which i worked out by fixing one data thingy... i think. On turn 86 right now.
Reece 28 Dec, 2020 @ 3:26pm 
@LCDC Still works mate.
LCDC 6 Dec, 2020 @ 1:41pm 
update?
RedWalrus 4 Nov, 2020 @ 7:38am 
I'm only a beginner modder though so I'm unsure of how things work exactly.
RedWalrus 4 Nov, 2020 @ 7:38am 
I was actually able to add new slots but I think the ui or something needs to be changed, or maybe getting them to operate normally isn't possible. I'm not sure. But I did get the slots to show up. Their were 6 slots, but they had two columns of 3 rows so the bottom 2 weren't selectable because they were outside the ui.
Nanu  [author] 3 Nov, 2020 @ 10:42am 
Unfortunately no, but you can add new buildings. This mod is all scripts anyways, no actual modding of the undercity itself
RedWalrus 2 Nov, 2020 @ 6:52pm 
Just how moddable are the skaven undercities? I'm interested in this. Can you increase the slot number of an undercity? like is that possible?
Nanu  [author] 17 Oct, 2020 @ 11:36pm 
total war launcher marks any mod updated before the last patch as out of date even if it still works, just activate it it works as intended
jackjackattack11 17 Oct, 2020 @ 2:51pm 
Shows as out of date on the total war launcher.. just me or..?
Deviant 14 Sep, 2020 @ 1:45pm 
Can you create a mod that creates "New Mechanic: Skaven Cities now have a 50% chance of spawning an undercity if they are captured by the ai or player. Those pesky rats aren't so easy to get rid of after all."?
Malykriss 4 Sep, 2020 @ 2:41am 
@Ashi you can just remove the mod mid-campaign for the turn that freezes. I think it occurs when the AI razes an undercity. Anyway, this workaround worked for me and I just enabled the mod a turn after.

But it can get inconvenient to exit the game and untick the mod every time 8t happens.

I'm not playing with the mod atm but for my next campaign I'll remember to send you the logs when I use it, @Nanu.
Nanu  [author] 9 Aug, 2020 @ 12:50am 
As far as I know yes, I still get isolated reports of it happening but no one ever has any script logs so I can't rightly say its this mod causing it. There are several checks throughout the army spawning process that will abort the army spawning should something go wrong, only a script break can cause this problem, and I have yet to replicate these bug reports
Noah in da House 8 Aug, 2020 @ 2:41pm 
out of curiosity, has the gamebreaking bug been fixed? Thinking about using this in my next campaign alongside SFO.
Nanu  [author] 26 Jul, 2020 @ 7:49pm 
you need to get the script debug activator mod to turn on script logging, then the logs will appear in your Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER II folder
Ashi 26 Jul, 2020 @ 5:27pm 
Where can I find those?
Nanu  [author] 26 Jul, 2020 @ 4:39pm 
Well thats unfortunate. I really thought I squashed that bug for good. Can you post script logs pls so i can see where it breaks?
Ashi 26 Jul, 2020 @ 4:23pm 
Unfortunately I must report some gamebreaking issues with this mod :(

In addition to its issues with MP, which are already known, this mod breaks singleplayer for me. I've lost a lot of campaigns to the game freezing, often irreparably, on the AI's turn. Sometimes declaring war on the AI faction responsible or someone near them works, sometimes not. After testing with all my mods, this one seems to be what is causing the game to freeze. To reiterate, this happens in singleplayer, and while I have been lucky in some campaigns - where it has only happened once, and late - other campaigns have been completely lost, and early on too.
Deviant 25 Jul, 2020 @ 12:18pm 
I have an idea. Tier-0 Skaven settlements have 0% on the appearance of the underground empire. Tier-1 10%. Tier-2 20% ..... Tier-5 50%.
Nanu  [author] 11 Jul, 2020 @ 7:44pm 
A couple yes, nothing game breaking so I'm working on updating my sfo ports first then ill circle back to this and fix the minor bugs
Krimson 11 Jul, 2020 @ 6:42pm 
So you're still doing some fixes right? I saw in the bug reports that there are some outstanding issues.
Nanu  [author] 7 Jul, 2020 @ 11:15pm 
For anyone still too stubborn to admit they don't know what they're talking about, the command that CA made to spawn an army takes anywhere from 0.1 to 2 seconds to execute. A side effect is that I have to disable end turn for the AI in order to give the engine the time it needs to spawn the armies. This will cause desyncs in a multiplayer environment. There does exists two callbacks to ensure that the turn will be reenabled after the battle is completed, but they will fail in a multiplayer environment. This mod cannot be used in multiplayer, this is a known bug, it has been documented several times, and there is nothing I can do to fix it, it is a result of a sluggish command and an inability to override campaign character movement speed. Please stop being stubborn and read the bug reports. Thanks all.
Nanu  [author] 13 Jun, 2020 @ 11:53am 
Well these aren't technically garrisons, just the best modders can do with the undercity system. I'm glad you like it though
Devixian-Firehawk 13 Jun, 2020 @ 11:48am 
Omg, i had spent an entire day trying to learn how to mod so i could add garrisons to undercities, but NOPE! You already did it XD
Killer Rabbit 12 Jun, 2020 @ 5:48pm 
I really like the idea of this mod! Great job!
Nanu  [author] 12 Jun, 2020 @ 7:50am 
Glad you're enjoying it, this one took me a long time to get working and even longer to polish, so its always good to hear people cant play without it.
TheFirstThunder 12 Jun, 2020 @ 7:17am 
If this is the beta version I imagine what you plan to do for the final version. I can't play with skaven without your mod anymore. Awesome work my dude.
Peaceoutindexdown 23 May, 2020 @ 8:39pm 
@Nanu Thanks for the work you are doing in updating your mods, I look forward to this and the Sartosa update !
Nanu  [author] 23 May, 2020 @ 7:35am 
This is a script mod. Script mods, texture mods, and UI mods don’t break with updates. It will still work, but CA may have changed some script related stuff that could could cause unintended behavior, I haven’t checked yet as I’m working on fixing my other mods
Pepperoncino 23 May, 2020 @ 4:35am 
If you check when this was updated, you will discover that it was updated before the DLC. So it's not guaranteed to work. And since the DLC messed with map, I would guess there is chance it will not work.
Lemonz 22 May, 2020 @ 8:00pm 
Does this work with Grim and Grom?
TémpuS)(FátumA 14 May, 2020 @ 4:22am 
If I'm not mistaken, Beastmen razed some region with my UC and I got the region my next turn. Well, maybe I'm wrong.
Nanu  [author] 13 May, 2020 @ 11:48pm 
When the city is razed, what does the event say? It should say something along the lines of "Your underground citizens have taken residence in the ruins above." If it does, can you post script logs so I can verify that the script is working correctly? If it doesn't, that means SFO is overriding my mod and some things may not work as intended.
GammaZeta430 13 May, 2020 @ 10:11am 
No worries. Edit: It's not the beastmen/norsca mechanic after some testing. It may be a conflict with SFO. THe mod works perfectly until around turn 70ish when any undercity is destroyed / upper settlement razed nothing happens. (its' just destroyed like default)
Nanu  [author] 12 May, 2020 @ 8:39am 
Beastmen and Norsca have a specific raze mechanic if i recall correctly, that's probably why. I hadn't considered that when I made this so I'll go back see if thats the case.
GammaZeta430 12 May, 2020 @ 8:30am 
One issue I'm finding is when beastmen raze a city, it's completely razed along with the undercity. other than that it works great, even with SFO!
GammaZeta430 12 May, 2020 @ 8:28am 
Great work!
Captain Nyet 9 May, 2020 @ 8:03am 
I like this mod, gives me a reason to establish under-cities in places other than Ulthuan.

Your mods in general are really good; they make gameplay more varied without the faction becoming OP.
TémpuS)(FátumA 24 Apr, 2020 @ 5:27pm 
Oh! Do your best! GL HF!
Nanu  [author] 24 Apr, 2020 @ 4:16pm 
yes, it is possible. Its not that hard either, I just really dont want to do it. I'm in the middle of my finals rn and just drained of all motivation for modding. Try out the modding discord server: https://discord.gg/mrVhq9
TémpuS)(FátumA 24 Apr, 2020 @ 2:46pm 
Long time no see, Nanu!

After thinking about a way to destroy your own UC I've realised there is such a thing already: Rat King and Bomb-thing buildings! Is it doable for you to add a building, that copies that mechanic, w/o declaration of war? Like, you were detected, but you just build this 1-turn "Collapse the UC" building and avoid your ally declaring a war!
weezact7 24 Apr, 2020 @ 8:31am 
Also, yes, I just got the notification again and it definitely says the city was razed and the denizens moved topside. I guess I didn't read it before. I thought I did. My mistake.
weezact7 24 Apr, 2020 @ 8:12am 
No worries. Just wanted to clarify it. Thank you.
Nanu  [author] 23 Apr, 2020 @ 11:29pm 
I see. No there’s a default army that spawns when the undercity is empty. A couple skavenslaves and a clan rat. As for the new undercities my event piggybacks off of the vanilla event. If you don’t see an event it’s because the city wasn’t razed. That mechanic uses CA events so it’s not possible to not fire. Sorry for the misunderstanding
weezact7 23 Apr, 2020 @ 8:59pm 
So, to the point of declaring war, I don't see what predicting when the AI will destroy the UC has to do with anything. You said you cannot send a prompt because of how the destruction mechanic is coded. Understood. My question/suggestion is: The description says the defending army is based on the buildings you've built. Does this mean a defending army ALWAYS spawn or just when there are buildings in it? If your UC is discovered, could you demolish all your buildings in it to avoid spawning a defending army when/if it's destroyed?

I'm just curious if that is already the case and if it's not, that's a suggestion for you to consider. It's not meant to be a demand or even an expectation that it will be added just because someone suggested it. If you feel that constructing the city at all should always carry the risk of war, I can understand that logic.
weezact7 23 Apr, 2020 @ 8:51pm 
I did read the notification. It just said that it was destroyed. Nothing about the new city being established. I came back and re-read the description and figured it out, but it still looks like it's only occurring once per turn, even if multiple cities were razed, so maybe this is something better posted in the bug thread? Or is that intended?
Nanu  [author] 23 Apr, 2020 @ 7:01pm 
Whatever makes you feel better bud
SilverFlamingo CJHD 23 Apr, 2020 @ 3:39pm 
Modded mp is fine. Kindly pull your head out of your ass.
Nanu  [author] 23 Apr, 2020 @ 3:15pm 
I mean, yeah, I thought that was obvious. Don't use heavy script mods in multiplayer, modded multiplayer in general is a bad idea.