Total War: WARHAMMER II

Total War: WARHAMMER II

[BW] Baron Wolfgangs's High Elves 0 - Landmarks & Climates (Updated for Batman and Fatman)
45 Comments
Tormound 4 Mar, 2021 @ 5:29pm 
So is uh this thing dead?
usshoratio 12 Jul, 2020 @ 8:03pm 
Hey Wolfgang: I'm pretty sure that Mixu's Unlocker prevents the Star Tower from being buildable as well. I can't find that problem for any of the other landmarks. (Tested in Mortal Empires). Also 'Amphitheatre of Yvresse' doesnt seem to exist either.
[FS] Kapitan Wolfgang  [author] 2 Jul, 2020 @ 10:40am 
Put it below SFO. Try it without SFO. Should probably work then, most likely an ID incompatibility.
Finneg4n 2 Jul, 2020 @ 9:40am 
I put it as the first mod on list and still not working. Maybe the Star Tower is that one Landmark that do not work with SFO overhaul (but I remember that I had it in one of my previous SFO campaigns)
[FS] Kapitan Wolfgang  [author] 2 Jul, 2020 @ 9:08am 
Just tested this mod. Works fine for me on ME and Vortex. Maybe the ID's are clashing. Try only using my mod first.
Finneg4n 2 Jul, 2020 @ 5:31am 
Hi Captain! Awesome, that you've updated this mod :) Yet I still have problem - in my Mortal Empiers campaign all landmarks and climates works fine on Ulthuan, yet Teclis do not starts (or have option to build) Star Tower landmark on his island. Instead he still has the obsidian deposite. Do you know what might be an issue here?
[FS] Kapitan Wolfgang  [author] 12 Jun, 2020 @ 10:58am 
@Tyrant
Regarding Sons of Asuryan. That mod would indeed have to be updated. I see it suffers from the same issues as Selian's Hef - 4 in that Imrik and Eltharion (with corresponding units) are now vanilla and would have to be cut out. The crafting mechanic used in that mod can also be found here . That would leave the Heroes, Lords and the landmarks. Hero and lords won't cause any incompatibility, but regarding the Landmarks I would have to contact the modmaker and get his permission to make it compatible. I feel like Selian's (original modmaker) mod did much more for the Highelves in terms of landmarks.
Tiranno Matto 12 Jun, 2020 @ 1:30am 
Can you make landmarks compatible with Mixu's Old World Landmarks and Sons of Asuryan? Seems quite buggy using all thoose 3 mods together eheh
[FS] Kapitan Wolfgang  [author] 4 Jun, 2020 @ 8:51am 
@Garuk Seln, if you need any help join the C&C Modding Discord or shoot me personal pm. I'd be glad to help if I can.
Garuk Seln 4 Jun, 2020 @ 7:34am 
Thanks a ton, I had everything but the slot stuff right and I don't think I would have ever figured it out on my own. I think I understand them now, but hopefully I never need to make another custom building for what I'm working on again so I don't have to deal with it.
[FS] Kapitan Wolfgang  [author] 4 Jun, 2020 @ 3:17am 
@Garuk Seln, ofcourse. It's not mine originally to begin with. It's a very simple db. Just look what tables were needed to make the Startower and that should give you a good idea.
Garuk Seln 3 Jun, 2020 @ 7:59pm 
@Wolfgang May I please look through your code to figure out how to add a landmark to Teclis's start? I've been metaphorically banging my head against a wall for the last two days without success and I fear soon it will be literal.
usshoratio 3 Jun, 2020 @ 3:34pm 
@Wolfgang, yea! I did that as well, and it prevented a few problems from manifesting for me as well. (Causing other turn one things not to trigger). Better to link the script start hook to something else (like character selected) to avoid the clash.
[FS] Kapitan Wolfgang  [author] 3 Jun, 2020 @ 8:53am 
@usshoratio, @H Con. Removed the script to increase compatibility.
[FS] Kapitan Wolfgang  [author] 2 Jun, 2020 @ 12:50am 
@H Con Interesting. I have no clue how to edit scripts, only db's using RPFM. I updated the tables and added units/buildings to be up to date with G&P. All assets including the scripts are from the original modmaker. Perhaps I could just remove the line, as it doesn't appear to be working for me anyway. I don't start with it already built and if it increases compatibility it will be worthwhile. So thank you very much.
Bob-Engelbert 1 Jun, 2020 @ 2:49am 
@usshoratio I used PFM to delete it. All the script did was upgrade the Star Tower to level 3 from the start of the campaign and build the landmark there. After deleting the script, the landmark can be built the normal way.
usshoratio 31 May, 2020 @ 11:01pm 
Hey H Con, how do you delete that script? And if you do does it break all the landmarks in the mod too?
Bob-Engelbert 31 May, 2020 @ 1:08pm 
The script in this mod appears to mess with MCT. If this mod is enabled no mods will get their MCT settings at the start of a campaign. If I disable this mod (or delete the script) the settings show up.
EgotisticalNinja 28 May, 2020 @ 11:44am 
Thanks so much for reviving this mod, these changes add so much flavor to a campaign, giving Ulthuan that much needed life. However, I cant seem to get this mod to work with Legendary Confederations. While using these two mods together, it seems to add the LL's back to their normal starting positions, do you know of a possible fix for this?
[FS] Kapitan Wolfgang  [author] 28 May, 2020 @ 4:20am 
So there is no way to add the Glittering Tower Lighthouse, like to Lothern in ME only, it would also be available in Vortex in both settlements. Serpent Lairs of Sotek, I could move to Xhualanpec or Shrine of Sotek and the Underworld Sea Gate could be moved to Karond Kar.
[FS] Kapitan Wolfgang  [author] 28 May, 2020 @ 3:31am 
@usshoratio. I think it would't be that hard, I'll have a look later today. Can't guarantee anything as it totally depends on the slots being uniquely defined as in ME as it is in Vortex.
darkelfe186 28 May, 2020 @ 12:45am 
[FS] Kapitan Wolfgang@ I doubt that Xoudad will do something like that you described. Closest to this was a mod for unique agents corresponding to a certain profusion of Ulthuan. However, it has long been outdated and was deleted by the author himself.
usshoratio 27 May, 2020 @ 9:14pm 
Hey Wolfgang, this is an awesome mod! Thanks for keeping it up to date!

I have a request though: Can you add into Mortal Empires the 3 Landmarks exclusive to Eye of the Vortex?
Just fyi those are: Serpent Lairs of Sotek (Quetza), Gate to the Underworld Sea (Clarak Spire) and Glittering Tower Lighthouse (The Glittering Tower)


I know those 3 settlements don't exist in Mortal Empires, but you can just shift them to the nearest applicable settlement right? Only one is High-Elf specific, so even if you started with that it'd be a great start.
Thanks for taking a sec to read this!
[FS] Kapitan Wolfgang  [author] 27 May, 2020 @ 3:54am 
I absolutely love your feedback btw and I understand why you would want to be able to use both mods. That's why I thought I'd give you a proper explanation as to why I haven't looked at the things you've mentioned. Perhaps the modmaker for Sons of Asuryan could could release a Lords and Heroes only version. I can't release a Climate only version as most of it is balanced by the Landmarks (mostly Yvresse).
[FS] Kapitan Wolfgang  [author] 27 May, 2020 @ 3:33am 
@Darkelfe186
Regarding Sons of Asuryan. That mod would indeed have to be updated. I see it suffers from the same issues as Selian's Hef - 4 in that Imrik and Eltharion (with corresponding units) are now vanilla and would have to be cut out. The crafting mechanic used in that mod can also be found here . That would leave the Heroes, Lords and the landmarks. Hero and lords won't cause any incompatibility, but regarding the Landmarks I would have to contact the modmaker and get his permission to make it compatible. I feel like Selian's (original modmaker) mod did much more for the Highelves.
[FS] Kapitan Wolfgang  [author] 27 May, 2020 @ 3:23am 
p2.
Since G&P we already have all of the Yvresse Mistwalker units (Spire Guard, Silverin Guard, Knights of Tor Gaval) and also Dragon princes in vanilla. No need to add those. That would leave us with:

Shadow Warriors (Dark Steeds) - RoR (limit 1) from Aesanar Camp
Spirits of Cothique - ethereal archers & spearmen
Blackwood Warriors - weaker White Lions
Drakespine Warriors - spear & bow infantry with +25 bonus vs large

I didn't find these interesting enough to add to be honest and updating it would mean just adding these 4 units and cutting the rest out, but they don't really fill any kind of niche. Drakespine Warriors would be Lothern Seaguard with antilarge. Blackwood Warriors are just inferior White Lions and nobody even uses those. The ethereal archers are interesting, but just don't make sense in the helf roster in my opinion and the Shadow Warriors cav that is limited to 1 unit doesn't look like any kind of gamechanger.

[FS] Kapitan Wolfgang  [author] 27 May, 2020 @ 3:23am 
@Darkelfe186
p1.
Selian's High Elves 4 (semi-loreful units pack) contained the following units:
Blackwood Warriors - weaker White Lions
Drakespine Warriors - spear & bow infantry with +25 bonus vs large
Dragon Princes (Foot) - heavy sword & shield infantry
Spirits of Cothique - ethereal archers & spearmen
Mistwalkers of Yvresse - sword & bow infantry with guerilla deploy & ItP
Shadow Warriors (Dark Steeds) - RoR (limit 1) from Aesanar Camp
Silverin Guard - RoR (limit 1) from Tor Yvresse Watchstone
Knights of Tor Gaval - RoR (limit 1) from Tor Yvresse Amphitheatre
Spire Guard of Tor Yvresse (not recruitable) - garrison unit for the “Spire of the Warden”
darkelfe186 27 May, 2020 @ 2:42am 
Also, a compatibility patch with the Sons of Asuryan mod (although at the moment this is not in a hurry, since this mod has not yet been updated for a new patch), since there are serious conflicts in terms of landmarks and some units are duplicated. I really believe that the synergy between Selian's pack's and Sons of Asuryan could give a simply amazing result in terms of gameplay for the elves.
darkelfe186 27 May, 2020 @ 2:41am 
@[FS] Kapitan Wolfgang Correct if I'm mistaken, but Selian's unit pack also needs to be updated in connection with the introduction of CA similar units officially (and for Yvresse in particular).
NXL 24 May, 2020 @ 4:51pm 
Awesome, thanks a lot for updating this one.
[FS] Kapitan Wolfgang  [author] 24 May, 2020 @ 1:06pm 
@NXL I use Selian's High Elves 1, 2 & 3 myself. None of them have any issues for me, just 0. That's why I fixed it. All of the new units weren't added to the building either so wanted to fix that too.
NXL 24 May, 2020 @ 12:46pm 
Are you planning to re-do the other mods from Selian? or do they still work ?
Kapok 22 May, 2020 @ 4:59am 
all good, thanks a lot for the quick update!
[FS] Kapitan Wolfgang  [author] 22 May, 2020 @ 4:41am 
@all Fixed it. Had to do with Tor Yvresse having a new unique building chain and it overlapping with this mod. I tested it. Game should work now.
[FS] Kapitan Wolfgang  [author] 22 May, 2020 @ 3:53am 
@Kapok, it probably has something to do with Tor Yvresse having new unique buildings that are now overlapping with this mod, I'll check it out today
Kapok 22 May, 2020 @ 3:05am 
hello,
game does not start (stuck on loading) with only this mod and "Building Progession Icons II" active.
I tried to put the required mod before and after this one in the load order, same result.
[FS] Kapitan Wolfgang  [author] 21 May, 2020 @ 3:18pm 
@Tom Cheers to you too :)
Tom 21 May, 2020 @ 11:48am 
cheers wolfgang
Deviant 21 May, 2020 @ 1:38am 
:steamhappy:
[FS] Kapitan Wolfgang  [author] 20 May, 2020 @ 3:46pm 
@Deviant, uploaded a Landmarks only version
Deviant 20 May, 2020 @ 2:33pm 
Leave only the part of the mod that is responsible for unique buildings. And part of the climate mod is to delete. (Apparently climate is not compatible with Mixu's Legendary Lords 2)
[FS] Kapitan Wolfgang  [author] 20 May, 2020 @ 2:26pm 
@Deviant, what do you mean? @Draig Lleuad no poblem :). @Tom I wouldn't even know what tables I would have to change to make it compatible, as far as I can tell most of it doesn't touch on units balance.
Tom 20 May, 2020 @ 11:22am 
Would it be possible to make it compatible with SFO?
Ddraig Lleuad 20 May, 2020 @ 10:21am 
Rock on, thank you so much, I missed Selian's mods :)
Deviant 20 May, 2020 @ 10:08am 
Can you make a mod that gives only Landmarks?