Total War: WARHAMMER II

Total War: WARHAMMER II

Unit Caps for All - Landmarks of the Old World (Standalone) patch (Discontinued)
23 Comments
Vacuity  [author] 8 May, 2020 @ 5:54am 
No worries! Just glad you got it sorted and it wasn't a problem with my mod.
Free Luigi M. 8 May, 2020 @ 5:36am 
Yep, it now works. My bad. Must have been some lingering pack from some mod somehow causing problems.
Vacuity  [author] 8 May, 2020 @ 5:12am 
I hope it does. I'm at a bit of a loss what else to suggest at the moment. I'll have a think and see if anything pops into my head.
Free Luigi M. 8 May, 2020 @ 4:42am 
Yeah, I have tried those. Right now I just completely uninstalled and cleaned every residual files. Currently redownloading. We'll see if that changes anything.
Vacuity  [author] 8 May, 2020 @ 4:32am 
This might sound trite, but have you tried unsubscribing and resubscribing? Also cleaning out any old .pack files in your data folder as the client is effectively incapable of actually removing them? Frankly, CA's client is abysmal at handling mods and causes a lot of unnecessary problems.
Free Luigi M. 8 May, 2020 @ 4:19am 
Can't say, this is the first time I am trying this out.
Previously I was using the Crynsos' unlocker and the relative versions for it. Those were working fine.
Recently I removed the unlocker and switched to the standalone version.
Vacuity  [author] 8 May, 2020 @ 4:14am 
Hmm, I just tried adding the Community Adding Framework and the UI Modding Framework, and...
No difference.
I am unable to replicate the crash. I've checked that the version I'm using is the same as the one in the last update. Was the patch working for you previously? If so, when did it last work?
Free Luigi M. 8 May, 2020 @ 3:55am 
- Community Modding Framework
- UI Modding Framework
- Landmarks Of The Old World (Standalone)
- Unit Caps For All
- Unit Caps For All - Landmarks Of The Old World (Standalone) Patch

Crashes the game on startup.
Not sure how much lighter you can go.

Removing the patch makes everything work fine.
Adding 50 mods and removing the patch makes everything work fine.
I suspect it's the patch.
Vacuity  [author] 8 May, 2020 @ 3:35am 
Negative. I just tested with a minimal mod loadout, booted the game, and started a new ME campaign with Snikch. It was as smooth as a Hellpit Abomination's bottom.
Free Luigi M. 8 May, 2020 @ 3:21am 
As of now, this mod crashes the game on startup.
Vacuity  [author] 23 Feb, 2020 @ 8:14am 
Update: [Technical] Extensive behind the scenes changes.
[Fix] Added missing Mounted Yeoman Archer cap to Montfort Fortress. Credit to LockTheReliquary for the report.

There are lots of changes behind the curtain, so there may be new errors.
Warsmith Forrix 22 Feb, 2020 @ 1:22pm 
Just a small thing, but I think that Montfort should give some Mounted Yeomen caps as it allows recruitment of those units
Vacuity  [author] 11 Feb, 2020 @ 9:08pm 
Update: [Technical] Lots of stuff behind the curtains to make my life easier in the future, and also to make it easier for people to make sense of my mod if in the future I decide to no longer support it. This technical stuff requires a lot of fiddling, and so will likely be ongoing for a while. Expect this message to reappear for some future updates.
Vacuity  [author] 28 Jan, 2020 @ 2:07am 
Update: Added night goblin caps to Red Eye Mountain in Karak Ungor. Credit to LockTheReliquary for the report.
Warsmith Forrix 27 Jan, 2020 @ 2:15pm 
As always this is a great mod, though you missed Red Eye Mountain in Karak Ungor, which should give unit caps for night goblins
Vacuity  [author] 27 Jan, 2020 @ 1:02pm 
Update: Turns out I missed a lot of stuff in the Landmarks mod (credit to LockTheReliquary for making me realise I'd missed something), so I've added a lot more unit caps to various buildings (something like double the number of entries). If I'm still missing stuff (quite possible), please direct me to specific buildings and what you think is missing from them.
Vacuity  [author] 26 Jan, 2020 @ 6:26pm 
Cheers for the help. I've got the mustering fields of Carcassonne done (+2 cap for each of the infantry units from the barracks doesn't seem too unreasonable), but I need to look at the Karak Norn thingammajig a bit more. The landmark affects nine non-RoR units, several of which are quite powerful, so I want to go over that quite carefully. Unfortunately, I didn't manage to finish this before needing to leave for the day, so it'll have to wait until I get back later. You can expect an update this evening (my time), but if you find any other landmarks I missed, let me know in the interim.
Warsmith Forrix 26 Jan, 2020 @ 1:55pm 
Also the Barren Earth Hold in Karak Norn should give extra Flame Cannon and Irondrakes capacity (maybe just 1 or 2) as Karak Norn was big on making sure they were ready for any attacks made by the wood elves
Warsmith Forrix 26 Jan, 2020 @ 10:32am 
This is an excellent mod, though I think that some places are missing added unit caps, such as the mustering fields of carcassonne not giving extra unit caps to their infantry units
Equivocator 24 Jan, 2020 @ 3:39am 
Sounds fun.
Vacuity  [author] 24 Jan, 2020 @ 3:22am 
Yes! Various of the landmarks add to your caps for the appropriate units, so landmarks offering bonuses to Orc boar boyz add to the boar boy cap, and so on.
Equivocator 24 Jan, 2020 @ 2:55am 
Does it make the modded landmarks unlock more elite units?
Equivocator 24 Jan, 2020 @ 2:51am 
Wow, cool! What does this patch do?