Total War: WARHAMMER II

Total War: WARHAMMER II

Vamp RoRs + Crypt Horrors, Cairn Wraiths and Varghulfs for Arkhan
53 Comments
rewt-m 9 Mar, 2023 @ 8:59pm 
El Lurjo Sumpfo  [author] 9 Mar, 2023 @ 12:43pm 
sure thing,my regards to the korean ttw community and have fun! :)
rewt-m 9 Mar, 2023 @ 4:35am 
Hello, I am one of the users who enjoy your mod. But some users can't enjoy it because of language problems. I am Korean, so is it okay to translate your mod into Korean and upload it?
El Lurjo Sumpfo  [author] 29 Jan, 2022 @ 6:58pm 
They are treated as Skeleton Horseman, thanks for reminding me to put them in the descripton!
B R E C K 29 Jan, 2022 @ 6:16pm 
Are hexwraiths treated as any units in terms of redline buffs and the like?
Green Ramirez 15 Dec, 2021 @ 2:29pm 
I'm not sure... can't really remember because I never use the bats, and I finished that campaign over two weeks ago. Sorry.
El Lurjo Sumpfo  [author] 15 Dec, 2021 @ 9:43am 
@♝ nah, at least as far as i know

@Green Ramirez, is that only for the Crypt Ghouls or the fell bats and dire wolves as well?
15 Dec, 2021 @ 7:32am 
Sfo compatible or nah?
Green Ramirez 1 Dec, 2021 @ 3:44pm 
Pretty cool mod - makes Arkhan a little more unique by giving his faction more flavour, without any bloat. One bug I noticed is that you can't recruit Crypt Ghouls from the two extra tiers added by this mod to Arkhan's unique building.
Tom.025 27 Oct, 2021 @ 12:06pm 
I meant Crypt horrors.
So yes the crypt horrors in your mod have less armor and are also smaller than the vampire count version
I did start to modify your mod on my side for my own use, May I PM you ? I do have some question about modding, im far from being an expert
El Lurjo Sumpfo  [author] 27 Oct, 2021 @ 9:58am 
Hey, the mod is not up to date right now but just to be clear, do you mean the crypt ghouls or crypt horros? because on the crypt ghoul side of things i only edited the lord buffs etc. not the units in general
Tom.025 26 Oct, 2021 @ 12:46pm 
Hello, thanks for this mod, I was wandering if such a mod was created for arkhan, it is still updated ?
The crypt ghouls for tomb kings have less armor than the vampire count version
The Kingmaker 25 Jun, 2021 @ 5:32am 
hi bit of a stupid question maybe, but which redline skill buffs Hexwraiths? It's the only one not listed above.
Someone Else 5 Apr, 2021 @ 8:59am 
Just arkhan. The skills in his skill tree for the lower level units (crypt ghouls, dire wolves) don't seem to affect them.
El Lurjo Sumpfo  [author] 5 Apr, 2021 @ 7:26am 
hmmm depends, which lords are you talking about? Do you refering to Arkhan or the generic TK lords? Or did you add any custom lords with other mods?
Someone Else 4 Apr, 2021 @ 4:13pm 
Everything seems to be working except the effects of the lord skills don't seem to be actually boosting the vampire units. I have 3 points in the melee skeleton red line but no bonus to crypt ghouls. Any idea what might be wrong on my end?
El Lurjo Sumpfo  [author] 3 Apr, 2021 @ 2:53pm 
If i haven't coded it wrong, they should yea :)
Someone Else 3 Apr, 2021 @ 2:15pm 
do any of arkhan's special skills (like the one that buffs crypt ghouls and direwolves) affect the newer units?
cybvep 25 Dec, 2020 @ 12:46pm 
My suggestion: +10 Vargheists, +30 Hexwraiths and Cairn Wraiths, +100 other units. Very useful but not too OP.
El Lurjo Sumpfo  [author] 25 Dec, 2020 @ 11:55am 
uuuuhm it should still be vanilla, good pitch i'll work on this with the next update :D
cybvep 25 Dec, 2020 @ 11:38am 
How the Nagashizzar's landmark works with this mod? It gives +100 unit capacity for Vampire Counts units in Vanilla :).
Wand_Face_ 21 Dec, 2020 @ 7:57pm 
This has always been my fave mod for arkhan. It adds new units but doesnt go overboard with it and the units fit well with the tomb kings roster. Thanks dude!
El Lurjo Sumpfo  [author] 18 Dec, 2020 @ 1:27am 
Greetings, I'm finally done with testing!

As I felt that Arkhans alliance with the vampires could use another little tweak, I searched for new followers, so allow me to introduce the Varghulf as a new Unit for the Arkhan!
I decided for the Varghulf instead of the Vargheists because again, I didn't want to change the way Tomb Kings play dramaticly.

As I was able to figure out how to mod buildings, the building chain for the burial mound has been enhanced with a T4 and T5 building, which allows you the recruitment of the Varghulf and pushes the unit capacities of the other units.
As all capacities come from one building it might be a bit op, please let me know what you are thinking about that.

Also I changed the way the units get included in lord or hero campaign buffs. So every VC-unit, even those I added now also get the buffs from arkhans unique skill chain.

Stay save and have fun with the changes I made, as always if you find any bugs let me know!
Cheers!
derane7 7 Dec, 2020 @ 12:45pm 
Thanks.
El Lurjo Sumpfo  [author] 7 Dec, 2020 @ 10:29am 
Yea i'm just doing some final testings before i publish it :D
derane7 7 Dec, 2020 @ 9:46am 
Will you be updating this mod?
Gabe 24 Oct, 2020 @ 10:12pm 
The only thing I would change is to add a small recruitment cost for constructs just for Arkhan as they're actually controlled by The Mortuary Cult.
Gabe 24 Oct, 2020 @ 9:44pm 
I haven't tried it yet but I love this!
Chippp Chipppington II Esquire 2 Sep, 2020 @ 3:28pm 
If you added vargheits I wouldn't be upset aboot it, I honestly was really only looking for crypt horrors since arkhan has access to crypt ghouls so it didn't make sense to me that he doesn't get crypt horrors. But I do like the other units you decided to add.
El Lurjo Sumpfo  [author] 2 Sep, 2020 @ 3:18pm 
From what I experienced the mod should be save compatible since it only adds stuff on top *fingers crossed*
Keep in mind that every savegame you start/load up with this mod won't be able to be played again if you deactivate the mod, even if you didn't play Arkhan, the AI Arkhan could still try to recruit units belonging to it

Any other opinions on vargheits for Arkhan?
Chippp Chipppington II Esquire 2 Sep, 2020 @ 2:27pm 
Is this mod save compatible? I started an arkhan campaign not too long ago and then I found this mod.
Warcommissar1 19 Aug, 2020 @ 6:03am 
I would really love vargheists, great mod
El Lurjo Sumpfo  [author] 24 Jul, 2020 @ 10:18am 
I guess not, since the units you get from this mod technicly aren't the original units. Basicly every unit here is a "new" unit and not connected to its original counterpart.
DustDevil 20 Jul, 2020 @ 11:51pm 
Is this mod compatible with other mods that change the tables for VC units (stats, bonus damage and abilities)?
El Lurjo Sumpfo  [author] 4 Jul, 2020 @ 5:02am 
Hey guys, sorry for keep you waiting for so long, i guess i finally fixed the T-posing Cairn Wraiths issue in campaign. It was save game compatible for me, so keep on having fun!
Valar 24 Jun, 2020 @ 1:07pm 
I've come across this T-posing bug as well
El Lurjo Sumpfo  [author] 22 Jun, 2020 @ 10:53am 
@Raptorius, i'm playing a campaign on my own right now to see if i come across the same issue

@0Q0m, i'm sorry but i don't understand what you mean with TB cap system, you could also add me to get into details.
0Q0m 22 Jun, 2020 @ 3:41am 
Excuse me sir, Could I ask you a question? Me with my friend are modding some TB mod like you do, Your RoR units look like not count in with TB cap system. But our new unit always count in. So... Can you help me to check it out? We really appreciate your help. But if you won't, We still thank you anyway. ^__^
Raptorious 19 Jun, 2020 @ 6:07am 
I will say that Cairn Wraiths in campaign are t-posing though, dunno if anyone else is having this issue.
Raptorious 18 Jun, 2020 @ 5:17am 
This mod is fantastic and I love the direction you went with it. Lore friendly, balanced, non game breaking, relatively low key and understated but much needed boost to Arkhan's campaign. I hope this isn't the last mod you make.
RatboyW 6 Jun, 2020 @ 5:57pm 
Ayy thanks for the update, it'll be a lot easier to deal with the Dwarf/Bret spitroast Arkhan faces immediately lol

SFO should be updated this month, the unit beta is already out so it shouldn't be much longer. Friendly word of advice for that btw, it's easier to make a submod that simply overwrites the unit stats of this mod (make sure to put a ! at the start of the filename so it loads first by default), rather than making a standalone alternate version. Saves you some work in the long run! Learned that trick from Maal
El Lurjo Sumpfo  [author] 6 Jun, 2020 @ 4:57pm 
Hi all, as some of you guys wished i added the cairn wraiths to Arkhan's unit roster.

SFO-version is still on hold because SFO itself isn't up to date.

@srebrnykloc khemri isn't supposed to have Vampire Count units so i didn't included them in this.
djdomi44 4 Jun, 2020 @ 9:38am 
what about khemri?
RatboyW 26 May, 2020 @ 12:05pm 
I'd say yeah, their stats really aren't that crazy, the main thing they have going for them is the phys resist, and with how much magic you'll face, they aren't gonna be all-rounders by any means. Tomb Guard will still be better for the most part, but Wraiths would actually be excellent for dealing with the dwarfs you start next to
El Lurjo Sumpfo  [author] 26 May, 2020 @ 2:23am 
From the logical point you are right.
I'm just not sure about it, the general playstyle of the tomb kings is to have a weak infantry and your monsters and ranged units do the trick.
What do you guys think about the cairn wraiths? Are they "weak" enough to be part of a TK-Army Roster?
Tayo 25 May, 2020 @ 6:21pm 
I absolutely love this mod, but I think you should also add the wraith infantry to the roster since Arkhan already has access to the hexwraiths, it would truly make it complete. They could be treated as tomb guard for research buffs. It would be awesome!
RatboyW 22 May, 2020 @ 1:31pm 
Ah okay, just counting them as Ushabti is way smarter haha. Keep in mind SFO is gonna be in the process of updating for the next few weeks, so you have a lot of time to mess with it, no rush
El Lurjo Sumpfo  [author] 22 May, 2020 @ 11:43am 
Thx for the idea, i started working on an SFO-Version.

Also because there are no traits or researchs specificly for Crypt Horrors, the mod treats them as Ushabti

Good that you mentioned it, gonna edit the mod description.
RatboyW 16 May, 2020 @ 9:12pm 
Forgot to mention that you'd also need to make sure that you add Crypt Horrors to any relevant entries in Arkhan's skill tree/items/faction effects
RatboyW 16 May, 2020 @ 9:10pm 
Disclaimer: I'm not an actual modder, just super into the scene, check out Flamboyant's SFO patches for a bunch of good examples
Well, depending on how you made this mod, it might be super easy or mildly easy. Just swapping numbers around to match SFO values, and adding any abilities that the SFO versions might have.

If your mod simply calls for the "default" unit stats, then it'll automatically work (I think) because SFO edits the default stats for units.
If you had to make the units "unique," either for the unit cards (great idea btw) or because they weren't originally in the TK roster and you had to, then you'll have to manually edit their values.
The Terrors will have to be manually edited for sure either way, given that they're new.