Total War: WARHAMMER II

Total War: WARHAMMER II

Miscast Mod - Big Loud Exciting Miscasts
160 Comments
V 21 Jun, 2023 @ 10:35pm 
OK nvm I found the problem. If detonation speed is set high (like you did 60), then with a small radius there will in fact be zero damage....
V 21 Jun, 2023 @ 1:34pm 
Using your mod as a base, I tried changing the Detonation Damage AP to 1000, and when miscast it obviously kills all the units around the mage.

But the mage himself is still not very damaged (I mean he should be losing a massive chunk of his HP but he isn't at all). I like the impact this mod has on the units around the mage, but I still want the mage to be heavily damaged himself.
V 21 Jun, 2023 @ 10:45am 
Would you consider making a version that doesn't remove the damage to the caster?

I want miscast to actually damage casters WHILE also being noticeable.
Winter 5 Oct, 2022 @ 8:20pm 
I love this mod! Loud and exciting is right! It's had me giggling at times, which i am truly grateful for.
=[NK]= Col. Jack O'Neil 20 Aug, 2022 @ 8:13am 
I've created another rebalance of the SFO submod :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2851601216
n.pedrazalis 30 May, 2022 @ 5:24am 
Well if i understood well this mod makes magic explosions bigger and decals last longuer i hope
n.pedrazalis 30 May, 2022 @ 5:03am 
No no it works no problems
Morven  [author] 29 May, 2022 @ 6:08am 
Yes it does. Is it showing a yellow warning in the launcher? If so I can reupload it and try to get the green tick back.
n.pedrazalis 29 May, 2022 @ 5:36am 
this still works
Morven  [author] 15 May, 2022 @ 8:21am 
Haha, I love the AI's disaster miscasts.
Wry Cynic 15 May, 2022 @ 5:39am 
10/10 - my defence of Grunburg as Reikland was saved when Vlad miscast and exploded in the midst of his zombie / skele-boi army, right before they surrounded the town centre.
Morven  [author] 5 Apr, 2022 @ 9:35am 
Morven  [author] 18 Nov, 2021 @ 3:34pm 
Thanks. Yeah I hope to be able to bring it to TWW3. The miscast lightshow animations are borrowed from the special vortex spells you get after winning the TWW2 vortex campaign, they probably won't be in the base game of TWW3. I'll have to see what lightshow animation effects are available once it launches.

CA might do something to make vanilla miscasts better after seeing the mods success. When I was testing to get this working with Radious now I didn't notice any of the vanilla miscasts in the first test battle I did, I thought I'd got lucky and pulled off ~8 overcasts without fail until I noticed the mages HP bars at the battle end.
Mabrima 18 Nov, 2021 @ 1:55pm 
Oh that's cool! Awesome that you managed to find the problem Morven :D
NorscanWarlord 18 Nov, 2021 @ 11:48am 
@Mabrima thanks for letting me know about it, i was kind of confused at first xD

@Morven that sounds great! this mod looks stunning btw, i hope you will continue to make mods in WH3 :)
Morven  [author] 18 Nov, 2021 @ 9:52am 
@Mabrima
@WarlordMegaton
Hey it should be fixed and compatible with Radious now.

I was able to replicate the problem, the projectiles_explosions table in each mod shared similar names: Radious was "data__", mine was "data__miscastmod", and the Radious table included the vanilla(?) lines which were overwriting the Miscast Mod entries no matter what order the mods were in the launcher, because "data__" loaded before "data__miscastmod". By changing the Miscast Mod table names to "1data__miscastmod" they loaded before Radious's "data__" table no matter what order the mods were in the launcher, and after changing the table name I was able to confirm the Miscast Mod effects in battle with Radious active both when higher and lower in the launcher list than Miscast Mod.

Let me know how it goes for you.
Morven  [author] 18 Nov, 2021 @ 9:46am 
@Valfaris
@Stix_09
Thanks lads.
Mabrima 17 Nov, 2021 @ 10:56pm 
@WarlordMegaton Well for me the mod gets overwritten or something. Nothing "breaks" but the mod plain does nothing, it's just vanilla behavior.
NorscanWarlord 17 Nov, 2021 @ 5:26pm 
@Mabrima what breaks with radious? im using it and i haven't found anything particular, i'd like to know though since i was planning on running this in coop with radios and a bunch of other mods.
Stix_09 5 Nov, 2021 @ 11:13pm 
wow this is very cool mod, great work
The Black Kaiser 27 Aug, 2021 @ 5:37am 
Thanks for your wonderful mod! I would like to present my mod compilation that includes your mod for others to enjoy!

ENHANCED CAMPAIGN EXPERIENCE COLLECTION:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1527477447
Mabrima 6 Aug, 2021 @ 1:52pm 
@Morven That would be grand, but don't feel forced to, it is a overhaul mod like I said so there would be a lot to look through to say the very least.

I was mostly just curious of it was a problem someone had encountered and solved already.
Morven  [author] 6 Aug, 2021 @ 8:21am 
@Meuhoua
Fair point about Dwarf runes being different to other races' magic, akin to the Orcs. I'll have a think about it.

@Mabrima
Give me some time, but I'll have a look at the Radious files and see if there's anything I can do.
Mabrima 6 Aug, 2021 @ 5:11am 
@Morven, This mod works just fine by itself so I'm fairly sure there is something in Radious overhaul that breaks it. Kinda sucks and I wonder what they changed so this no longer works. I thought load order would fix it initially as that usually can overwrite so you get the behavior of the mod you want. But to me the result was the same regardless of load order.
Meuhoua 6 Aug, 2021 @ 4:54am 
Also, the miscast to Dwarves could be a specific effect (as for the orcs), may be something with a less powerful detonation (because rune are a more canalized magic) but paralyzing a moment the caster (as magic side effect on dwarves turning them to stone).
Morven  [author] 6 Aug, 2021 @ 4:19am 
It would be cool. I don't think it can be done by modding the tables like this does, there is only one explosion effect possible per miscast. Maybe with a script mod if you want to ask any of the script modders?

@Mabrima
Not sure. You could try unsubscribing and then resubscribing to each mod, verify local files, experiment with the load order.
Meuhoua 6 Aug, 2021 @ 3:48am 
Could be interesting to add some "granularity" to the feature, with vanilla miscast and explosive miscast chances (to simulate some kind of critical fail).
Mabrima 1 Aug, 2021 @ 9:56am 
Has anyone else had problems getting this to work with Radious after the silent and fury update? Did someone solve it? They used to just work together before so I'm sad I can't use two of my favorite mods together anymore. This mod seems to get overwritten and just do nothing, regardless of load order.
Morven  [author] 15 Jul, 2021 @ 8:16pm 
Thanks lads. Yes the Dwarf rune magic got a miscast, although in vanilla it was just the catch-all generic miscast effect.
Your Best Friend 14 Jul, 2021 @ 7:30pm 
You mean now I can watch DWARFS explode as well? This just keeps getting better and better.
Villas 14 Jul, 2021 @ 6:41pm 
Thanks author!
Morven  [author] 14 Jul, 2021 @ 6:30pm 
Updated for The Silence and The Fury.
Miscast Mod effect applied to new Dwarf rune magic miscast.
Morven  [author] 11 Jun, 2021 @ 6:14am 
@Your Best Friend
Thanks mate. Really good video, enjoyed watching that. A few mods there I've missed and will pick up.
Morven  [author] 11 Jun, 2021 @ 6:13am 
Thanks for all the kind words lads. I know a few people have asked re: damage to the mage, I explained it a few times in the comments but it's easy for that to get lost and not fair to expect people to scroll through 13 pages to find an answer to a reasonable question/request. I'll add a section to the profile page or to a discussion over the weekend explaining the issue with high visibility on the front page of the mod.

Basically the damage is tied to the explosion, so either you have a very large radius explosion that has a smaller level of damage that harms but does not usually kill normal infantry models (but will cause very little relative damage to lord/hero/single entity unit mage), or a small radius explosion that causes high damage, enough to cause noticeable harm to the lord/hero mage. The reason you can't have both is that a high-damage large-radius explosion would insta-kill every normal infantry model it touches, and only one set of damage can be applied per explosion.
Your Best Friend 9 Jun, 2021 @ 10:06am 
Hey there, I'm just leaving this comment to let you know that I made a compilation of some of the best mods I could find to make Total Warhammer 2 a better game over all, and this was one of them! Thanks to you and everyone else involved in making this awesome community-made content for a wonderful game, I hope you like the showcase!

Pssst this one's my favorite
KoboldUtopian 16 Apr, 2021 @ 10:32am 
This is one of my favorite mods
Morven  [author] 21 Mar, 2021 @ 8:19pm 
Should be fine to go now.
Okrund Thunderfire 21 Mar, 2021 @ 12:40pm 
Update soon?
Jon 10 Feb, 2021 @ 4:19pm 
Awesome mod but can you also add that the magician also takes damage?
mmi.05 12 Jan, 2021 @ 4:06pm 
a big minus of the mod is that a magic error practically does not damage the magician himself, but it does damage to everyone around, the magician should be afraid of a magic error, and here only debuffs give
Eredaane 22 Dec, 2020 @ 11:34am 
yeah, I know about the explosion thing, but is it impossible to add a miasma spell on self when miscasting?
so a small direct dmg, that is scaled down by magic resist,...
the explosion is great as it is, looks fantastic (and it really hurts whenever my missile units get surgestruck)
Morven  [author] 20 Dec, 2020 @ 11:30am 
@Eredaane
Because the damage is explosive damage it has to be the same for whoever the explosion touches. If the explosion caused vanilla damage (288 + 300AP = 588 total) it would insta-kill every infantry model it touches.

I'd like to include a contact effect timer cooldown to all the mages spells and abilities as an additional miscast penalty, but it interferes with how some spells function: a fireball that miscasts pauses and gets sent at the end of the cooldown timer, so I cut it. Hopefully CA do something more with miscasts in TWW3.
Eredaane 19 Dec, 2020 @ 9:23am 
so, the mod is really great (been using it for a while), but the misscast now barely has consequences for the mage, yould you make it so that the mage himself takes additional dmg? at least a couple hundred (similar to vanilla, maybe make it non-AP?) in addition to the surgestruck effect?
Morven  [author] 3 Dec, 2020 @ 4:12pm 
Everything should be fine for the new DLC update. Let me know if there's any problems, or if the mod is listed as outdated in your launcher.
Irishman8787 24 Oct, 2020 @ 5:04pm 
Ahh ok thanks for the clarification! This looks like a really cool mod!
Morven  [author] 23 Oct, 2020 @ 12:42pm 
It nerfs the damage done to the mage. The explosion does the same damage to everyone it touches so has to be tuned down from hero single entity tier damage to normal unit tier damage. See the description:

The vanilla detonation damage applied to the immediate tiny radius around the mage of 288 non-AP + 300 AP HP is removed in favour of a dramatic large radius detonation intended to hit and ragdoll more unit entities with mild damage but not slaughtering everything it touches.

(Applies) detonation effects to ragdoll the mage and surrounding units with mild damage (40 HP damage per entity, 20 non-AP plus 20 AP)
Irishman8787 23 Oct, 2020 @ 12:37pm 
Does this change the amount of damage a miscast does to the mage or does it simply add effects and an explosion that also damages nearby units?
Morven  [author] 20 Oct, 2020 @ 9:12pm 
@FeralZ
Good stuff, thanks mate.

@fan_of_Daniil_Andreev
BMStanfield wrote an excellent guide on how to mod miscasts which I used when starting out. See the change notes of his mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/1365339205
FeralZ 19 Oct, 2020 @ 7:18pm 
awesome mod, using with boyz will be boyz - ctt
fan_of_Daniil_Andreev 14 Oct, 2020 @ 9:08pm 
Well then, the option I would like would be miscast having much smaller blast radius but several times the damage so regular mage can die from 2 miscasts. The best fun imho would be varied miscasts, like in lore, but it might be hard to mod, I don't know.

Suggesting it as an option btw, if the mod can be made to work with Mod Manager Tool mod and have several values to chose from (blast radius, damage).