Total War: WARHAMMER II

Total War: WARHAMMER II

Coatl - SFO - OBSELETE?
30 Comments
Mosley was right 7 Jan, 2022 @ 1:01am 
@Maal

DAMN! It stopped working. Looks like it's conflicting with the vanilla integration like you were talking about.
Mosley was right 22 Aug, 2021 @ 8:01pm 
@Maal

Oh shit, I didn't realize that. Hopefully everything will be squared pretty soon.
Maal  [author] 22 Aug, 2021 @ 7:50pm 
Oh I don't doubt it even if I didn't update/look at it. But Coalts are now base game and there's apparently some conflict with ChaosRobie's and the vanilla one. So I am just wait and seeing what he's gonna do with it for now.
Mosley was right 22 Aug, 2021 @ 7:38pm 
Still works.
Maal  [author] 23 Apr, 2021 @ 5:37pm 
Do not need an update for The Sundering.
Maal  [author] 19 Jan, 2021 @ 1:22pm 
Monsters shouldn't have much issues since they are not affected by the brace or knockdown change much. But i'll still do a quick update to simply add those schema in just in case. Should be sometime today.
ginny big 19 Jan, 2021 @ 1:04pm 
Works great still, thanks
Voxtorias 6 Oct, 2020 @ 7:24am 
ok i test this again and now this work in mutli, sorry for problem
Maal  [author] 4 Oct, 2020 @ 9:41pm 
@Void Foxen
I cannot understand what you are attempting to write. This mod need both requirement and that's it, should be the same for multi, technically.
I do not play multiplayer. I don't know why this one mod break multi for you (as you are the only one reporting this) but none of my other patch do.

In any case, not an issue I know how to fix if it's on my end.
Voxtorias 4 Oct, 2020 @ 3:24am 
ok now i know coatl dont work with grimhamer 2 sfo
Voxtorias 3 Oct, 2020 @ 4:21am 
i go game multi with 3 mods, grimrock sfo, coatl and coatl sfo, my frend have this same mods and we cant play together, (name room in multiplayer have red name so any is wrong)
Maal  [author] 2 Oct, 2020 @ 4:24pm 
Does it works without the sfo patch?
Voxtorias 2 Oct, 2020 @ 7:30am 
Why this dont work in multi?
Maal  [author] 2 Sep, 2020 @ 10:43am 
@Newppp
MMh.
Delete the battle_entities, land_unit, land_unit_to_unit_abilities and melee_weapon tables.
Replace my main_unit tables with the non-sfo coalt's one. Set its "campaign cap" in the copied main_unit to whatever base cap you want, I've set it to 0.

Might need to delete the script folder too, it won't work anyways.
Green Rabbit 2 Sep, 2020 @ 6:10am 
hey man, is there a way to modify this? so the unit caps can be used in vanilla without sfo?
Moogle 20 Jul, 2020 @ 4:33pm 
Yeah it's being super weird, it worked then it stopped and now Coatl base won't appear in KMM.. Oh well, thanks anyways
Maal  [author] 20 Jul, 2020 @ 4:21pm 
@Soviet Union 4U
Wait wait, you need to use both since this one is just a patch to fix stats. O.o Only using 1 should crash. How.

Oh well, as long as it works.
Moogle 20 Jul, 2020 @ 4:15pm 
Running just the SFO one fixed it.. I didn't realize you were supposed to run one or the other, I thought this was just an overlay to fix the stats for SFO.
Thanks though buddy :D
Maal  [author] 20 Jul, 2020 @ 3:53pm 
@Soveit Union 4U
Do you have both SFO and base coalt enabled?
Is your mod list in alpha order?
Moogle 20 Jul, 2020 @ 2:28pm 
Not sure why but this forces the game to crash on me on start, long mod list so it's a conflict of some kind. So odd to me that its this mod though, oh well <3 Thanks for your work buddy :)
Grumpy Guard 6 Jul, 2020 @ 11:50pm 
You did awesome job adjusting it here too!
Maal  [author] 6 Jul, 2020 @ 4:00pm 
@[AIMA]Grumpy Guard
Thanks Chaosrobie, not me, I am just leeching off his mods!
Grumpy Guard 6 Jul, 2020 @ 6:11am 
Brilliant mod! Super fun to play!
Maal  [author] 29 Jun, 2020 @ 1:32pm 
@Doomed World
That would really neat, but sadly as you said it cannot work.

For example, in the "all in one" patch I add add all of Chaosrobie units and anything that need patching of like weapons and spells (no point in adding the whole mods, it would not be a patch anymore at that point!).

But if you do not have the Chimearat base mod enabled for example, then my all-in-one patch will still look for it because I make references to it in my patch. "Chimearat_weapon, does X damage, look like Z and do Y effect". But the Z and Y stuff are only in the base mod since they don't need patching, and you didn't enable it, so game crash since it cannot find something.
Doomed World 29 Jun, 2020 @ 1:02pm 
ah, i was not sure if it was possable to make one mod for all of them together and you just enable get the main mod for the unit you wanted to use though i guess that nots how it works
Maal  [author] 29 Jun, 2020 @ 11:59am 
None whatsoever. I ain't going down that sloppe. Mod limit is technically removed so it's pointless and I'm not going to manage extra files for people who want ZXCVBN mods, and those who want ZCVBN but not X and so on.
Doomed World 29 Jun, 2020 @ 11:23am 
anyway you could condence all the monster sfo mods into one mod?
Dei Ni Na Jio Si ki 28 Jun, 2020 @ 12:41pm 
Thanks a lot!
Darkryba 28 Jun, 2020 @ 12:47am 
Cool. Thanks Maal for your work!
Nightjar 27 Jun, 2020 @ 3:42pm 
Thanks for balancing all these mods for sfo, stoked!