Total War: WARHAMMER II

Total War: WARHAMMER II

Skaven Skryre Shockvermin
89 Comments
12 Dec, 2022 @ 8:32am 
Hello, I like the mod you made very much, it brought me a lot of fun, and I look forward to seeing your work again in Total War Warhammer 3, thank you:steamthumbsup::steamhappy:
Dragonknight951 11 Sep, 2022 @ 3:47pm 
Take all the time you need, I've waited much longer for things I like, so I'm in no rush.
Advice  [author] 11 Sep, 2022 @ 3:10pm 
@Dragonknight951
I do plan, and even dabbled a little in porting this mod to wh3 (including fresh new unit models), but I will be frank in saying that it will not happen any time soon. 1) I will be unable to do any kind of substantial modding work for the foreseeable future, at most keeping my current wh3 ones updated, and 2) I want to make such a port as quality as possible, so when I do get to work on it, I want to invest the time needed to make it work as well as possible, and I already suspect that porting the scripts for the forbidden workshop will be a headache and a half. Thank you for the support and kind words.
Dragonknight951 11 Sep, 2022 @ 2:52pm 
Do you feel up for porting this to WH3? I understand that CA has made modding difficult(mostly by changing tables... Again, apparently they do this a lot from what other modders have said) but hopefully with the assembly kit it should at least be somewhat less harsh.
if you don't then I understand, thank you either way for making a great mod.
HalfBaked 7 Mar, 2022 @ 9:05pm 
There's a link to the SFO version of this mod at the top of the description.
Queekheadtaker 3 Mar, 2022 @ 8:21am 
Is it compatible with SFO?
ThatWasMyPlan 10 Jan, 2022 @ 5:08am 
Hoy! Do this mod have CTT compatibility like ypor other mods?
Advice  [author] 21 Dec, 2021 @ 7:41am 
@Exterminieren
Uhh, not entirely sure. Off the top, it sounds like that's the correct line to change and it would be just more or less that. That should be the right name for the shockvermin. You sure it was for the right spell, not overcasted or anything? What happens when you try it like that? Maybe its not over-writing correctly or something.
(that said, idk why replace the summon for plague monks when you can get crafty and try making a whole new summon spell for warlock engineers :) )
Thanks for enjoying the mod.
Exterminieren 21 Dec, 2021 @ 2:37am 
Love these guys, is it possible for to replace the plague monk summon(Pestilent Birth) on plague priest with these guys? Ive been trying to mod it but ive only just started. And apparently its not as simple as replacing wh2_main_skv_inf_plague_monks_summoned (the line for what unit is summoned) with what i thought was your shockvermin line, advice_skv_shockvermin. Any advice?
DracoMcGee 9 Aug, 2021 @ 3:10pm 
Discovered that! I did an edit for myself and tried it out with the warplock rounds. Seemed pretty cool. Had to add in a new projectile for it based on the warplock, straight copy from jezzail was WAAAAY too much range lolol
Advice  [author] 8 Aug, 2021 @ 7:08pm 
@DracoMcGee
The RoR uses different rounds. Thanks for the feedback!
DracoMcGee 6 Aug, 2021 @ 7:36pm 
Love this mod! Rat man power armour for all XD

Just a suggestion, I feel like it would be cooler and a bit more thematic if the shockvermin had something like 1 or 2 shots of warplock rounds instead of the poison globes.
And maybe a bit less laggy on the old PC XD
nanÓg 22 Jul, 2021 @ 4:53pm 
Love this mod! Firing effects lag me slightly, though that's probably the result of other mods and my settings. Cheers!
Advice  [author] 21 Jul, 2021 @ 11:25am 
@Slavyan
Much appreciated. I will do it when I get home later.
Slavyan 21 Jul, 2021 @ 5:51am 
Good day. I have translated your mod into Russian. I added only text files to the item, so it will only work with a subscription to your mod and will not require a separate update (unless you change the text itself, of course). Compatibility should also be with the SFO version (as far as I understand, there is only one additional line, and the rest of the text is the same).

I have a small request: can you add the following phrase with the attached link: "[url=steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2553070866]Русификатор для мода можно загрузить здесь.[/url]" at the beginning of the Russian version of the description of your mod? This phrase means "Russian translation of the mod is here.". This will greatly facilitate the search for a translation for Russian-speaking players.
Lukasao 20 Jul, 2021 @ 1:41pm 
tnx that would be nice...really like this mod
Advice  [author] 20 Jul, 2021 @ 1:27pm 
@Lukasao
I’m hoping to have it updated tonight or tomorrow.
Lukasao 20 Jul, 2021 @ 1:18pm 
will there be
any update for new patch?
12 Jun, 2021 @ 8:03pm 
Sure, thank you:steamhappy:
Advice  [author] 12 Jun, 2021 @ 1:12pm 
@狩
Sure, go ahead. Please give proper credit though.
11 Jun, 2021 @ 12:15am 
Hello, friend, I'm a player from China. Your mod is very creative and brings us a lot of fun. It's great. Many Chinese players like it, so can I make the Chinese version of your mod?
Krb 8 Mar, 2021 @ 7:01am 
AI use it?
逝水 26 Feb, 2021 @ 10:08pm 
Can you stop eating Lord skills and turn off special effects? It's very card
Trolljujumon 16 Feb, 2021 @ 12:31am 
Yeah i'm having the same problem as derpy, seems like it happened after this most recent update which broke the skaven upgrades for vermintide and warpstone unleashed.
Tism Lasagna 14 Feb, 2021 @ 7:47pm 
i tried it again with only 5 mods on, the mods i used didnt touch the forbidden workshop apart from the making the workshop upgrades cheaper so idk what happened, the cheaper uppgrades worked in the past with cheaper upgrades, right now the shockvermin upgrades are locked saying the 1st level of the forbidden workshop hasnt been reached but all the others have. this is as accurate as i can get hope it helps
Tism Lasagna 14 Feb, 2021 @ 7:38pm 
i tried a new save and it didnt work so i disabled majority of my mods and it didnt work, the moulder menagerie was working however
Advice  [author] 14 Feb, 2021 @ 9:49am 
@Derpy McSlurpy V2
In a new campaign or existing save? Do you have any mods active?
Tism Lasagna 14 Feb, 2021 @ 1:10am 
I cant use the forbidden workshop for the shockvermin, like it doesnt register the level but everything else does
Dragonknight951 16 Jan, 2021 @ 6:45pm 
Think a roll-back is a good idea for now until you can fix this because that is a LOT of breaking for one single unit.
Dragonknight951 16 Jan, 2021 @ 6:44pm 
good god this new update screws up a Lot.
billy_lam26 16 Jan, 2021 @ 5:21pm 
Oh darn! I think the new update screwed a few things up with me too! Among other things already mentioned, it also screws up Gor Rok's campaign as Lord Kroak will not be available.
Dark Avela 16 Jan, 2021 @ 12:44pm 
Hi, I don't know if it's a mod conflict or your mod alone, but it breaks the Forge of Daith form the Heralds of Ariel Faction. Neither the Button for it is clickable nor does the daith event shows up or the countdown is diplayed. Great mod otherwise.
Caribou 15 Jan, 2021 @ 5:12pm 
Hello, since your new update, your mod is conflicting with "Legendary confederations" from FrostyDemise & Sm0kin. It prevent the confederation options to pop in the script panel. A solution is to not activate your mod at the start of the campaign then reactivate after using the confederations but at least you know o7
Dragonknight951 15 Jan, 2021 @ 4:51am 
just started a campaign with Only this and Moulder's Managerie, using Kaedrin's.
First turn and already seeing issues. Cant use the workshop with the only exception being Shockvermin, Stormfiends, and Nukes. Everything else says "Requires Forbidden Workshop level 1" and is locked off. This issue disappears once I disabled this mod.
xGonarch 14 Jan, 2021 @ 2:25pm 
@Advice Yes i could build nukes and stuff, but when i went to an actual battle i didn't show any nukes available to launch. Also, yes, the Stormfiends showed for a couple turns on the weapons teams tab but eventually reapeared at their own tab. And of course the bonuses you get from using the Workshop like followers and banners were also broken.
Advice  [author] 14 Jan, 2021 @ 9:57am 
@xGonarch
I just started an ikit campaign with both mods active. I can still make nukes. Weirdly though, all of the vanilla unit upgrades are broken, but not the modded ones. Also stormfiends show up under weapons teams rather than their own tab oddly. Hmm.
Advice  [author] 14 Jan, 2021 @ 9:41am 
@xGonarch
I'll look into it.
@Trolljujumon
I don't know what would cause issues, as it sounds like these mods shouldn't share similar spaces.
Trolljujumon 14 Jan, 2021 @ 6:22am 
Hey just did some testing, not sure what you changed with this most recent update but it breaks the Right Paw of Queek mod that adds ska bloodtail. With shockvermin enabled neither ska nor his redguard spawn correctly.
xGonarch 14 Jan, 2021 @ 5:43am 
It may still be somewhat incompatible with Moulder's Menagerie since that alters the workshop aswell now. I'm getting weird glitches with the Stormfiend's window and usage/construction of Nukes are not counting at all.
Advice  [author] 9 Jan, 2021 @ 5:41pm 
@ChaosRobie
Alright, so I finally am looking at the script. The first 20ihs lines create a new category in the workshop, add the effects and rors, yes? I don't add followers or lab rors, so cut that part, and replace the stormfiend rites with shockvermin ones and you think it'd be good to go? Anything else I can do to help compatibility?
Advice  [author] 7 Jan, 2021 @ 3:19pm 
@ChaosRobie
Thanks for the advice. I'll look into it and see what I can do.
ChaosRobie 7 Jan, 2021 @ 10:41am 
You can improve compatibility by not overwriting the vanilla ikit workshop script, and instead making a new script that appends your new rites and stuff to the workshop global arrays.
Check the script I wrote for the Moulder's Menagerie mod called "cr_add_stormfiends_to_workshop.lua", the first 20 lines or so is what you're after.

That won't actually solve the compatibility issue with Moulder's Menagerie though, I'll still need to change some things on my end. I think I can change the workshop_categories_to_rituals_tables order of my stuff, skipping over 18 19 20. And then I'll need to generalize the ui editing script stuff.
hi3r0ph4nt 6 Jan, 2021 @ 12:03pm 
a bit of compatibility issue with moulder's menagerie. The forbidden workshop has mixed upgrades for shcokvermin and stormfiends, but they all seem to be there. Haven't tested if the upgrades apply as they should yet
TheycallmeCoconutJones 29 Dec, 2020 @ 10:10am 
i love this! just started a new skryre game, cant wait to try these ratty boys out. im curious would it be possible to replace the lone unit of clanrats Skryre starts with the shockvermin?

also have you considered making a lightning cannon workshop upgrade mod? it seems like its the one tech unit that dident get any extra potential in that regard
Zzz 12 Dec, 2020 @ 4:13pm 
@HalfBaked Thanks for the tip, helped me figure out what the problem was. For reasons currently unknown to me, my game data folder was not syncing with the Steam Workshop, so even when I unsubscribed from everything, the mods were still in my data folder and not updating correctly. I had to manually delete all of the mods so that when I resubscribe it actually gets the current version. Thanks again.
HalfBaked 11 Dec, 2020 @ 11:03pm 
@Damadtroller: I've had similar problems before with various mods. I unsubscribed from all mods (after favoriting them so I'd have a list), verified the game files, and then resubscribed to everything, and that seemed to fix the problems.
Zzz 11 Dec, 2020 @ 7:36pm 
@Advice Ok will do. I really don't understand it, I turned off every other mod and reinstalled this one twice, so I'm all out of ideas. Maybe I should verify game files? Or do you think RPFM might be messing with it? The first time I downloaded the mod I did change some of the stats for the units such as size/ammo etc. I don't think that would carry over if I reinstalled the mod though.
Advice  [author] 11 Dec, 2020 @ 6:58pm 
@new0day
I am looking into buffing them further. Most likely just stat buffs tho. Possible more models and slightly superior melee stats.
@Damadtroller
I don't know what to tell you to be honest, I'm sorry. I just launched a fresh Ikit campaign with the mod and they're there. That update was before the dlc came, so it shouldn't affect it. I just updated the mod again now. Give it one more shot.
Zzz 11 Dec, 2020 @ 10:34am 
@Advice do you need the new dlc to make this mod work? I know I've had issues with other mods before because I didn't have the required DLC but they didn't list it on the workshop. I have all the older Skaven DLC so I don't really know why this isn't working.
Zzz 11 Dec, 2020 @ 10:28am 
@Advice yeah i can't get it to show up in the workshop. I uninstalled it, reinstalled it and turned off all other mods, they aren't under the weapons team category.