Total War: WARHAMMER II

Total War: WARHAMMER II

The Northmen Come!
102 Comments
KG 29 Nov, 2024 @ 11:57am 
Hi, I was tweaking this mod for my personal use when I discovered some unique identifiers larger than 2147483647 in building_level_armed_citizenry_junctions_tables and cdir_events_dilemma_payloads_tables.

I'm not sure exactly what this could cause in WH2/3 but my understanding is that integer overflow can result in unexpected behavior. I thought you'd like to know in any case.

Nice mod though! Poor Norsca needs some love.
stephyweedy 15 Oct, 2024 @ 2:14am 
Arthur Morgan This guy is just a moron , keep on your good work Mate :csgohelmet::csgogun::kill::steamthumbsup::steamsalty:.
Fuzzy Dunlop 6 Apr, 2022 @ 3:27am 
Anyone else having issues with razing settlements but not gaining Gods' favour?
NorscanWarlord 13 Nov, 2021 @ 8:46am 
im currently running 61 mods for coop, pretty stable and no desync problems, but im just talking about when some mods updates they break the saves for some reason :P but thanks for the reply, i might try it on a separate save then :)
Gejnor  [author] 13 Nov, 2021 @ 7:20am 
COOP campaigns are infamously unstable and i cannot truly speak for them in this regard.

It will be a choice that's up to you.

Given how Warhammer 2 is more or less done and we have a mere 3 months left until Warhammer 3 the likely hood of me updating this is rather low.
NorscanWarlord 13 Nov, 2021 @ 4:23am 
how often do you update this? as someone mentioned this mod broke their coop campaign im afraid of installing it, i don't feel like having a broke campaign as i play mostly coop :P
WLLA 28 Sep, 2021 @ 4:37pm 
this mod is great!! One of the best for improving Norsca campaign experience!! Thank you!!
Gejnor  [author] 17 Jul, 2021 @ 2:56pm 
Mod is updated and there are some new functions!

Outposts have lost their need for Growth points and all buildings (besides the port) will only take 1 turn to build, there are also new benefits to the Utility buildings to make them more attractive like being able to recruit Shamans (no extra ranks or extra caps) oor making your enemies Winded if they are in the same region as the Outpost building. Gold costs have been raised to compensate for this but are still relatively cheap.

Defeating a Warlord will now have more weightier options outside of Confederating, Release them and gain some Gold, better diplomatic standing and a random item/follower. Or kill them, and give the Hound its share for a portion of his strength..


Gejnor  [author] 2 Jun, 2021 @ 2:57am 
Why must you hurt me this way brother?
El Jeffe Epstein 1 Jun, 2021 @ 10:03pm 
This is a real poopoo mod pls update DOES NOT WORK
unacceptable
FIX THIS
NOWWW!!!
Gejnor  [author] 27 May, 2021 @ 3:51am 
Yeah sounds like a mod conflict alright, been playing a Wulfrik campaign and i have had 0 issues.

I am sorry but i cannot make this magically work with every other mod in existence, guys.
TheCrassDragon 30 Mar, 2021 @ 10:07am 
Anyone else having this screw up Wulfrik's skill tree? I'm trying to check if it's a conflict but so far no luck.
Gejnor  [author] 25 Mar, 2021 @ 4:08pm 
I'm sorry to hear that, i didn't realise people were using this for coop!


Besides the issues of adding them in, it would sort of be hard to balance them compared to Marauder Chieftans.

Im sort of not in a hurry to add them, atleast not right now.
Mint 25 Mar, 2021 @ 3:40pm 
Nice updates. It broke our coop campaign sadly, I think script changes and trait changes cause desync errors. Not to worry ill keep a backup in future!

What's your thoughts on chaos lords recruitable by Norsca?
Gejnor  [author] 25 Mar, 2021 @ 7:10am 
Oh, and some followers have seen some improvements.

I've also tried to tackle the bad dilemmas and events, trying to reduce them to 5 turns but since they fire off so randomly it remains to be seen if those made it in!
Gejnor  [author] 25 Mar, 2021 @ 6:58am 
And another update today!

Today i decided to rework my approach to Global Recruitment for Norsca.

Instead of having atrocious Global recruitment that you can counter with the proper buildings, it has now instead been set to normal Global Recruitment, like all other races.

The building, the Dark Furnace, that gave -1 to global recruitment before now instead gives +1 global recruitment capacity.

This should improve Norscan play and allow for more than one type of playstyle (taking all of Norsca for the global recruitment reductions)!
Gejnor  [author] 24 Mar, 2021 @ 4:55am 
Hello, did a small mod where i added a new Tech that gives you Diplomatic bonuses to Dark Elves and a malus to High Elves.

I also added some new cosmetic effects to Faction Effects to make the distinction between the two factions more clear.
pizzatime 23 Mar, 2021 @ 10:17am 
great mod, thanks a lot for the effort!
Gejnor  [author] 22 Mar, 2021 @ 1:53am 
Updated, but it was not needed no
cybvep 21 Mar, 2021 @ 6:02am 
Update required or not?
KonKonKing 18 Feb, 2021 @ 2:35pm 
@Jehhtochhh the last update was on 12/17/2020
M 17 Feb, 2021 @ 5:26pm 
is this updated to last update?
YGonzo 6 Feb, 2021 @ 5:29pm 
Yes, it would be great if there was a mod that only added trolls from the Warden & The Paunch expansion. No other changes.
Mars 3 Feb, 2021 @ 1:51am 
I'm using some conflicting mods already so I can't really use this overhaul but I really like the idea of Throgg getting river/stone trolls. Any plans on making something like that standalone?
Warlock Overlord Nukit Claw 30 Jan, 2021 @ 12:32pm 
I have a small issue with this mod. I got a couple more mods that adds skills and now Wulfrik and Thee troll kings skill tree is a bit messy and i can't get certain skills
linkfire12 8 Jan, 2021 @ 4:54am 
I can't say with absolute certainty, since I mostly just play the game casually, but I really like that all of your lite-overhaul mods don't seem to overpower or cheat the factions, but rather improve the units and playstyles that are under-tuned and provide more choices and flexibility. At the moment I prefer playing vanilla over any complete overhaul mods, so tweaks for factions to make them have more depth and more fun to fight against is great, and no doubt takes a tonne of work to balance properly, kudos! It might be worth examining Zaid's Norsca/Chaos overhauls and see if they make any interesting design decisions that would align well with yours. They both add occupy anywhere, which I feel kind of ruins the factions unique identities, but some smaller tweaks they make to units/tech etc seem interesting.
Gejnor  [author] 15 Dec, 2020 @ 2:23am 
And updated!

The biggest change is FINALLY norsca can now choose "Enslave" (the third replenishment option after a battle) as an option for most factions (no undead, how do you enslave undead???).

This also works for sacking with the same races!

The races which Norsca can Enslave:
Empire (should be all men besides Bretonnia)
Bretonnia
Greenskins
Dwarfs
Wood Elves
Beastmen
High Elves
Dark Elves
Skaven
Lizardmen
Rogue Armies

The races which Norsca CANNOT Enslave:
Vampire Counts
Vampire Coast
Tomb Kings


Some tweaks to the Mammoth building as suggested below.
Norscan Giants are now available at tier 4 rather than 5, and the War Mammoth takes his place, sharing it with the War Mammoth at Tier 5.
cybvep 14 Dec, 2020 @ 1:37pm 
Feral Mammoth is ok at tier 4. I don't think that it should be at tier 5 :). War Mammoth is definitely a tier 5 unit, though.
Gejnor  [author] 14 Dec, 2020 @ 1:31pm 
Sure, though i will just swap the giant with the Mammoth (feral) and stick with no secondary buildings.


Theres also another update in the works which will allow Norsca to Enslave Option (replenishment) more factions than just Nosca/Chaos.

cybvep 14 Dec, 2020 @ 1:22pm 
Minor suggestions:
1. Make Giant tier 4 instead of tier 5. He doesn't belong to tier 4. That's why he is tier 4 now for the Greenskins. His cost is actually similar to Feral Mammoth, which is fair.
2. Move War Mammoth to tier 5 because Feral Mammoth and War Mammoth being available at tier 4 of the same building with no other requirements seems strange and makes Feral Mammoth a bit pointless. War Mammoth with Warshrine could require Ruinous Kiln to differentiate it from the War Mammoth as far as availability at tier 5 is concerned.
Gejnor  [author] 14 Dec, 2020 @ 3:41am 
Annd another update:

Wulfrik gains The "Hunter of Champions" skill by default, the previous slot is filled with Deadly Onslaught like the other lords instead.

There is a new tech, available to both Throgg and Wulfrik, that gives Bonus vs Large ammo to Horsemen and Horsemasters with spears as well as a Shieldbreaker Effect for the Horsemen with Throwing Axes.

I forgot to mention that both Growth and Garrison strength have been increased as well.
Gejnor  [author] 12 Dec, 2020 @ 1:46am 
And updated, the Sorcery of the Eagle skill now has an identical effect to that of the Malevolent Ancient Treeman trait, besides its other bonuses.

See the picture for effects!
cybvep 12 Dec, 2020 @ 1:11am 
One of the traits the Malevolent Ancient Treeman lords can get gives -25% magic resistance to local armies. It should be like that.
Gejnor  [author] 12 Dec, 2020 @ 12:47am 
Its actually -500 in the values, and sure, i can tone it down, though the text would need to be changed.
cybvep 11 Dec, 2020 @ 3:55pm 
Good changes, although I would nerf the "strip magic resistance" effect from -100% to -25%. It will still be very useful. Allowing Wurrzag-style total magic resistance nullification for generic Norscan lords seems a bit too OP.
Gejnor  [author] 11 Dec, 2020 @ 1:10pm 
Another update, Throgg has gotten some buffs to his personal skills.

The God Choices are buffed, some more than others to make them a bit more competitive between each other.

Throgg now does not get regeneration if he picks the Crow as his cap skill, but the Aura of Pestilence which the same aura that Skrolk can get.

Check the new pictures for more details!
Gejnor  [author] 4 Dec, 2020 @ 9:09am 
Updated, tested it and it works fine post patch (for me at least).
Blinks 3 Dec, 2020 @ 7:00am 
Update pls?
Clonazepam® 21 Jul, 2020 @ 12:39pm 
I was having some porblems with Wulfrik skill tree on the beta branch, JR Old World Skills was causing the conflict. Just leting other people know, as I spended an hour or two working out wich was the problem.
Also, JR is not that necesary for Norsca. (It was just a staple mod on my load order, but norsca's blue line is pretty good in vanilla.)
Love the mod <3
Thank you!
BigFatLaDy 18 Jul, 2020 @ 3:01pm 
Im playing without the 2x unit size for now, your mod brings more benefit :)
Great work and keep it up!
Gejnor  [author] 18 Jul, 2020 @ 7:41am 
That is unfortunate, but not something i am willing to change because there are hundreds of mods out there and i am not going to chase after compatability with them unless, honestly, i use them myself.
BigFatLaDy 18 Jul, 2020 @ 7:14am 
The Mod "Larger Unit Sizes" is also incompatible. I stop testing here, as I come to the conclusion, that you edit the same file/table as unit size mods do, so they are all incompatible with your mod.
BigFatLaDy 18 Jul, 2020 @ 7:02am 
"Unit Size double (increase in the number of troops) 유닛수 두배 모드" is also in incompatible
BigFatLaDy 18 Jul, 2020 @ 6:46am 
Yes, I found the mod conflict: when I disable "200% Unit Size Overhaul - Complete and Balanced Experience" then i see no longer red locked units, so your mod is working as intended. Unfortunatly 200% unit size is essential to me, so do you know another unit size mod, that is working with your mod ? Thank you!
Gejnor  [author] 18 Jul, 2020 @ 6:14am 
On second thought it may be my fault, i hadn't updated the mod in a while.

I did so now, there are some changes in this, a fix for some lords skill trees (yes it popped up again) and the Sword of Torgald is slightly buffed.
Gejnor  [author] 18 Jul, 2020 @ 5:42am 
Just did a check and everything is working as it should for me, which makes me suspect a mod conflict on your end, sadly i have no idea what you are playing so you're going to have to check for yourself.

If you use the third party launcher it will tell you about mod conflicts.

You can find it here:
https://github.com/Kaedrin/warhammer-mod-manager

It is much better than the standard launcher.
Gejnor  [author] 18 Jul, 2020 @ 5:38am 
That shouldn't be.. Are you using any other mods related to buildings?
BigFatLaDy 18 Jul, 2020 @ 5:24am 
Thanks for the quick answer. I'm playing a new campaign on 1.9.2 but your feature: "All secondary building requirements for unlocking units have been removed" does not work. It's still like in vanilla, but all the other changes your mod does, seem to work. Unfourtunatly secondary building requirements is why i primarly installed your mod.
Gejnor  [author] 18 Jul, 2020 @ 4:39am 
Can't speak much for all other mods but most should work, its the 1.9.2 beta that i am using.

BigFatLaDy 18 Jul, 2020 @ 3:50am 
Hi, what do you mean wth "CURRENTLY ON BETA PATCH"
Do i have to select the open beta, but then i guess all my other mods wont work right ?
If i use your mod with the regular game version the secondary building requirements for unlocking units aren't removed.