Total War: WARHAMMER II

Total War: WARHAMMER II

Moulder's Menagerie - SFO
92 Comments
c.bundy99 22 Aug, 2022 @ 8:55am 
@Maal ah ok, I'm going to guess it's sfo that causes it then becuase that's the only other skaven-thing mod I had.
Maal  [author] 18 Aug, 2022 @ 5:13pm 
@Mathayus @c.bundy99
Other skaven-thing mods can cause conflicts with the base mod. Nothing I can do about it, specialy since this submod doesn't touch the lab.
Mathayus 18 Aug, 2022 @ 2:19pm 
I can confirm UI in lab is broken :(
c.bundy99 15 Aug, 2022 @ 7:35pm 
:Essence:Really cool mod, loving all the new units! But it seems to break some of the ui in the lab. :/
Nigenius 6 Jul, 2022 @ 9:01am 
is it posible the mod not work in the new version i want to continue my ikkit campaign but its not work
Frostlaw 26 Jun, 2022 @ 7:13am 
To anwser the questions from Val, you need to upgrade the laboratory in order to up the cap for units.
Val 6 Jan, 2022 @ 5:49am 
Ah alright, thanks for that. Is a shame. Not sure what else would touch it D:
Maal  [author] 5 Jan, 2022 @ 7:43pm 
@Val
Just tested, using only this and the 2 required mods in the default order I was able to get the new units from the Growth Vat. There might be conflict with other mods or something.
Val 4 Jan, 2022 @ 6:00am 
Hi I am not sure if its this SFO patch or the Main mod but I am having trouble getting any of the units to become available from the Growth Vat when I empty the vat out. I am only getting the base game units from the vat, even though the icons say I should be getting some of the new units.
Jon 13 Dec, 2021 @ 11:19am 
Thx for the update!
daBloodyBlade77 7 Dec, 2021 @ 12:41am 
any chance you could take a look at Chaosrobie's preyton and cellestial hurricanum mods?
RatboyW 29 Aug, 2021 @ 4:38pm 
Ah gotcha, I wasn't sure if stat blocks/abilities needed to be changed wholesale or could be piecemeal like other stuff can be. Makes sense!
Maal  [author] 28 Aug, 2021 @ 10:06pm 
@Cyñical
In any case, the unit description tag are in the base mod, but the unbreakable is part of the unit parts that are imported into the submods, so I'll have to fix it anyways on my side once I see what's up.
RatboyW 28 Aug, 2021 @ 9:56pm 
Might be a bug with the base mod then, if so my b, didn't test before posting like I usually try to do
Maal  [author] 28 Aug, 2021 @ 9:55pm 
@Cyñical
uuh, iirc I didn't touch the unbreakable bits or tags. Will take a look later.
RatboyW 28 Aug, 2021 @ 8:57pm 
Just a heads up, I think Unbreakable got mixed up on a couple of the Workshop reward Stormfiends. The Scatterfire Team (Ratling Cannons) has the unbreakable description tag, but don't actually have the ability, but the Blackfire Warpack (Warpfire Projectors) do, yet they don't have the tag.

Just assuming the wires got crossed there, I think Scatterfire are the ones that are supposed to have it
The Black Kaiser 27 Aug, 2021 @ 5:48am 
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
RatboyW 26 Aug, 2021 @ 6:22pm 
Ayy thanks for the update!
Maal  [author] 23 Aug, 2021 @ 3:10pm 
Everything will be slowly updated (busy week) in order of release (Population/Cost cap will be last due to requiring more work)
Hell Brothers 22 Aug, 2021 @ 4:52pm 
Pls Update for the last SFO patch :)
Log™ from Blammo! 10 Jun, 2021 @ 7:59pm 
having the same issue as @路易斯安那州慈善家 but it doesnt seem to be this mod. im trying to track down which mod incompatibility is causing it but i have a huge mod list
Maal  [author] 7 Jun, 2021 @ 9:04pm 
@路易斯安那州慈善家
Those worked fine and none of the involved mods were updated. Do you have other mods which touch the workshop?
奥威尔·切瑞先生 7 Jun, 2021 @ 10:41am 
Workshop upgrade not available:lunar2019crylaughingpig:
The Black Kaiser 7 May, 2021 @ 12:28am 
right on i appreciate the hard work. I think the behemoth bug is something in the original mod that needs addressed. there's a few reports about it there. So far the only solution one found was to play a custom battle and burrow the behemoth and then it should work in campaign. Idk why.
Maal  [author] 6 May, 2021 @ 4:41pm 
@Imperator
The 40 vs inf might be a typo, I'll have to check. But they are VERY squishy, that 10% phys resis is nothing when htye have nearly half the armor and health of the ogre and no frenzy.

I didn't get a ? when I burrowed the behemoth just now.

The abberation in both mods use the mourngul's weapon. I'll need to check if they are scaled properly for the unit in SFO too.
The Black Kaiser 6 May, 2021 @ 4:17am 
Also getting the ? unit card that spawns when using the burrowing behomoth ability.
The Black Kaiser 6 May, 2021 @ 3:23am 
Abberations seem really strong with a bonus vs inf at 40 and 20% physical resist. They're only like 100 upkeep and outclass rat ogres. rat ogres have bonus vs inf at 10 and 10% phsyical resist and upkeep of 240.
Maal  [author] 23 Apr, 2021 @ 5:25pm 
Do not need an update for The Sundering.

So i was for some reason unsubbed from the comment of my own mod. Let's see what I missed...

@rile
The burrowing behemot is fixed now on Chaosrobie's end now I think? Not something a sfo submnod could cause or fix afaik.

@Pilatian
This mod add creatures to all skaven, not just moulder. And considering how stronger infantry is compared to vanilla in SFO, I think it is, relatively, weaker than vanilla. The one thing that could make it stronger is that it add more late game units which have their own caps, so you have more late game unit to recruit. But that's not really a fixable issue.
Pilatian 23 Mar, 2021 @ 6:30pm 
Tbf, Moulder controlled most of the northern taiga at that point and probably had plenty of stacks to throw around, so it could just be that too.
Pilatian 23 Mar, 2021 @ 6:29pm 
This might be a *little* strong. Not sure if it's the only factor, and it's a sample size of one, but AI Moulder in my most recent game slaughtered the "Very Hard" Chaos Invasion like a lawnmower to grass with these units around.
小柯 21 Mar, 2021 @ 12:46pm 
still work?
DamnedThrice 21 Mar, 2021 @ 9:01am 
is this getting an update soon?
rilo 12 Mar, 2021 @ 8:57am 
I LOVE your mod to death, but I have a problem with the burrowing behemoths, they don't ever seem to burrow and all I get is a question mark unit card in my army panel after using the ability. The units are still really good though, they feel like upgraded brood horrors which is still good!

I love it a lot, even with that one issue, awarded and favorited :)
Solly 7 Mar, 2021 @ 12:42am 
I didn't think about resubbing, that worked! Thank you!
Maal  [author] 7 Mar, 2021 @ 12:16am 
@Máni
They should have them, sub-resub, mod might not have updated properly on your end.

Do tell if the issue is still there, but I just redownloaded it and it's fine : /
Solly 6 Mar, 2021 @ 7:31pm 
The new stormfiends don't have the warp overcharge, physical resistance/missile resist along with some other values
EnumaEllis 6 Mar, 2021 @ 4:39pm 
Nice addition on the mod!
Maal  [author] 6 Mar, 2021 @ 4:14pm 
Updated, and new unit cards by me!
Maal  [author] 6 Mar, 2021 @ 3:03pm 
Working on it. It's beginning to be a LOT of stormfiends, that poor cap system cannot handle it lol. Might need to split the cap across the buildings instead of a single one.
LooseNooseZeusMooseGooseJuice 6 Mar, 2021 @ 6:38am 
hello friend, some updates just occurred and I am trying to be helpful in updating. run on sentence.
Maal  [author] 16 Feb, 2021 @ 11:37am 
@JoergJoerg
Yes.
JoergJoerg 16 Feb, 2021 @ 3:20am 
hey dude, do i need both the original mod and this mod checked as activated? Thanks in advance!
Maal  [author] 7 Feb, 2021 @ 2:02pm 
@Xenon
Yes-yes man-thing. I just go down the list of notifications and friend requests are at the bottom.
Xenon 7 Feb, 2021 @ 1:57pm 
@Maal can you please accept my invite? :p
Maal  [author] 7 Feb, 2021 @ 1:53pm 
@Máni
Grinderfists can attack walls and have the best AP of the stormfiend, I could give them the same contact effects that SFO give the warpgrinder (its generic warp scorched effect) but if chaosrobie didn't add any of the vanilla warp grinder ability to the grinderfist, I won't add the vanilla ability to them either. I will however give all melee stormfiend the warp overload ability the warpgrinder/doomwheel has.


That update right now was just a quick pass to make them work asap. I'll do another update this week to add the warp overdrive and look into the phys resis, but they have so much armor, it will need some more testing to avoid making them unkillable (the shock one is anti-anti-infantry lol). I'll also look at which skaven units did SFO add terror onto and make my mind based on that, if chaosrobie didn't consider them horror-worthy, and SFO didn't add any horror anywhere for skaven, then I'd keep it that way.
Solly 6 Feb, 2021 @ 11:39pm 
Change seems good. But considering that stormfiends with grinderfists are similar to warp grinders, maybe they could get the same abilities?
And about stormfiends, they have the fear effect but what about terror? Ghoritch has it and about every monster higher up has it. Considering Ghoritch was kind of like a stormfiend before stormfiends and he has terror wouldn't it fit also on the units themselves? But that might be too much maybe, even considering that the boneripper mount doesn't give terror to the warlord.
And another thing I wanted to mention was the lack of physical resistance on the stormfiend and chimerat, since even aberations and rat ogres get it.
Maal  [author] 6 Feb, 2021 @ 7:18pm 
3 new stormfiends patched (might be worth also giving them some wrapstone ability like the ranged variants, perhaps the doomwheel one?). However, since they all share the same building, keeping the +2 cap felt too generous. It would be +10 stormfiends (2 of each) per building (both the T5 engineer and monster buildings increased it), thus I've lowered it to +1 of each per building for now.
Xenon 4 Feb, 2021 @ 1:19am 
Should be fully compatible with mine.
Maal  [author] 2 Feb, 2021 @ 11:03am 
@Máni
In 99.9% of the cases, all mods should be load by alphabetical filename (not mod name) unless specifically stated otherwise. Keadrin mod manager does it automatically, I am not sure about the default launcher, I think it default to that too.

So for this one, It should be loaded after (higher) sfo and menagerie. Because its file name start with ! instead of a @ or S.
Solly 2 Feb, 2021 @ 3:29am 
I've forgot to ask, is there a specific mod load order? Load these before or after SFO? Load the SFO submod before or after moulder menagerie?